
Added ability to hold shift and skip the terrain generation when loading Added ability for the perlin terrain to save a raw image of the terrain to use as a cache
212 lines
5.9 KiB
C++
212 lines
5.9 KiB
C++
#include "PerlinTerrainNode.h"
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PerlinTerrainNode::PerlinTerrainNode(wstring name, wstring seed, float chunkSize, int widthX, int widthZ, float waterHeight, int cellSizeX, int cellSizeZ) : TerrainNode(name, seed, waterHeight, widthX, widthZ, cellSizeX, cellSizeZ)
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{
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// Set the chink size
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_chunkSize = chunkSize;
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// Check if a cache image exists and load it if so
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if (!ReadCache())
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{
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// No Cache image existed so generate the perlin noise map
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GeneratePerlinValues();
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if (!GeneratePerlinHeights())
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{
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_initError = true;
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}
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else
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{
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// The generation was successful, save it to the cache
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CacheOutput();
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}
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}
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}
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void PerlinTerrainNode::GeneratePerlinValues()
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{
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// Setup the RNG
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std::seed_seq seedGenerator(_seedString.begin(), _seedString.end());
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std::mt19937 generator;
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generator.seed(seedGenerator);
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std::uniform_int_distribution<> dist(0, 511);
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char bufferChar;
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int newPosition;
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// Clear the permutation array so we can reinsert a new copy
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_p.clear();
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copy(_staticP.begin(), _staticP.end(), back_inserter(_p));
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// Loop through and alternate the numbers so they are in a random position, this will not create any new numbers so we should always have what we started with
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// just in a different order
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for (int i = 0; i < 512; i++)
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{
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newPosition = dist(generator);
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bufferChar = _p[i];
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_p[i] = _p[newPosition];
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_p[newPosition] = bufferChar;
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}
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}
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bool PerlinTerrainNode::ReadCache()
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{
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ifstream cachedImage;
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string stringSeed = string(_seedString.begin(), _seedString.end());
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string chunkSizeString = to_string(_chunkSize);
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replace(chunkSizeString.begin(), chunkSizeString.end(), '.', '_');
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cachedImage.open("TerrainCache\\cache_" + stringSeed + "_" + chunkSizeString + ".raw", std::ios_base::binary);
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// Couldnt open the cache, either doesnt exist or some issue opening the file, a new one should be generated
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if (!cachedImage)
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{
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return false;
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}
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// Load the files bytes into a vector we can foreach loop
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vector<char> fileBytes((istreambuf_iterator<char>(cachedImage)), (istreambuf_iterator<char>()));
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for (BYTE currentByte : fileBytes)
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{
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// Change the number back into a float value, some precision is lost because of this but i cant notice it really
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float heightValue = currentByte / 255.0f;
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_heightValues.push_back(heightValue);
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}
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cachedImage.close();
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return true;
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}
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void PerlinTerrainNode::CacheOutput()
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{
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// Create a unique string name for the seed and cluster size given
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string stringSeed = string(_seedString.begin(), _seedString.end());
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string chunkSizeString = to_string(_chunkSize);
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replace(chunkSizeString.begin(), chunkSizeString.end(), '.', '_');
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ofstream output("TerrainCache\\cache_" + stringSeed + "_" + chunkSizeString + ".raw", std::ios_base::binary);
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// Loop through the height values array
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int current = 0;
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for (float value : _heightValues)
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{
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// Force the value to be within 255, we lose some precision from this conversion but to generate an image it has to be this way
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BYTE currentByte = (int)(255 * value) & 0xff;
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// Write the value to the file buffer
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output << currentByte;
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// Constantly flush the buffer so that we dont have it waiting in memory for too long
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if (current >= 100)
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{
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output.flush();
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current = 0;
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}
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else
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{
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current++;
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}
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}
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// Close the file
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output.close();
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}
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// Method for filling the height values array for the terrain generation
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bool PerlinTerrainNode::GeneratePerlinHeights()
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{
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for (int z = 0; z < (int)_gridRows; z++)
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{
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float mapZ = ((float)z / (float)_gridRows);
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for (int x = 0; x < (int)_gridCols; x++)
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{
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float mapX = ((float)x / (float)_gridCols);
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//float currentHeightValue = GetPerlinValueAt(mapX, mapZ, 8, 0.85f) - 0.25f;
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float currentHeightValue = 0.0f;
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// Octaves adds "noise" to the final outcome, 12 is really the max before it tanks the system for little effect
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int octaves = 12;
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float currentOctaveValue = 1.0f;
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float stepOff = 1.0f;
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float stepTotal = 0.0f;
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// n covers the persistance, frequency and
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for (int n = 1; n <= octaves; n++)
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{
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// Generate a noise at the given position
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currentHeightValue += stepOff * GetNoiseValueAt(((float)x * currentOctaveValue) / ((float)_gridCols / _chunkSize), ((float)z * currentOctaveValue) / ((float)_gridRows / _chunkSize));
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currentOctaveValue *= 2;
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stepTotal += stepOff;
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stepOff *= 0.5f;
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}
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//currentHeightValue = currentHeightValue / stepTotal; // *(currentHeightValue * 2.0f);
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//currentHeightValue = currentHeightValue - floor(currentHeightValue);
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// Normalise the result to a number between 0 and 1, since most like to generate numbers between -1 and 1, we just have to add 1 and half the value
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_heightValues.push_back((currentHeightValue + 1.0f) * 0.5f);
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}
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}
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return true;
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}
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float PerlinTerrainNode::Fade(float t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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float PerlinTerrainNode::Grad(int hash, float x, float y)
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{
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// To be honest this is something i dont really understand, it shifts bits around to see which direction we need to multiply in
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int h = hash & 7;
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float u = y;
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float v = x;
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if (h < 4)
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{
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u = x;
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v = y;
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}
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float outA = u;
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if ((h & 1))
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{
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outA = -u;
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}
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float outB = 2.0f * v;
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if ((h & 2))
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{
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outB = -2.0f * v;
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}
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return outA + outB;
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}
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// Method to get the perlin noise value at x/y
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float PerlinTerrainNode::GetNoiseValueAt(float x, float y)
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{
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int ix0 = (int)floor(x);
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int iy0 = (int)floor(y);
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float fx0 = x - (float)ix0;
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float fy0 = y - (float)iy0;
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float fx1 = fx0 - 1.0f;
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float fy1 = fy0 - 1.0f;
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int ix1 = (ix0 + 1) & 0xff;
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int iy1 = (iy0 + 1) & 0xff;
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ix0 = ix0 & 0xff;
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iy0 = iy0 & 0xff;
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float t = Fade(fy0);
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float s = Fade(fx0);
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float nx0 = Grad(_p[ix0 + _p[iy0]], fx0, fy0);
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float nx1 = Grad(_p[ix0 + _p[iy1]], fx0, fy1);
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float n0 = SharedMethods::Lerp<float>(nx0, nx1, t);
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nx0 = Grad(_p[ix1 + _p[iy0]], fx1, fy0);
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nx1 = Grad(_p[ix1 + _p[iy1]], fx1, fy1);
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float n1 = SharedMethods::Lerp<float>(nx0, nx1, t);
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return 0.507f * SharedMethods::Lerp(n0, n1, s);
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} |