(svn r18541) -Feature: Additional map variety option for TGP landscape generator. Evolved from curve map idea from Zephyris.
This commit is contained in:
140
src/tgp.cpp
140
src/tgp.cpp
@@ -510,6 +510,141 @@ static void HeightMapSineTransform(height_t h_min, height_t h_max)
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}
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}
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/* Additional map variety is provided by applying different curve maps
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* to different parts of the map. A randomized low resolution grid contains
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* which curve map to use on each part of the make. This filtered non-linearly
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* to smooth out transitions between curves, so each tile could have between
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* 100% of one map applied or 25% of four maps.
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*
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* The curve maps define different land styles, i.e. lakes, low-lands, hills
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* and mountain ranges, although these are dependent on the landscape style
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* chosen as well.
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*
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* The level parameter dictates the resolution of the grid. A low resolution
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* grid will result in larger continuous areas of a land style, a higher
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* resolution grid splits the style into smaller areas.
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*
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* At this point in map generation, all height data has been normalized to 0
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* to 239.
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*/
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struct control_point_t {
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height_t x;
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height_t y;
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};
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struct control_point_list_t {
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size_t length;
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const control_point_t *list;
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};
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static const control_point_t _curve_map_1[] = {
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{ 0, 0 }, { 48, 24 }, { 192, 32 }, { 240, 96 }
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};
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static const control_point_t _curve_map_2[] = {
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{ 0, 0 }, { 16, 24 }, { 128, 32 }, { 192, 64 }, { 240, 144 }
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};
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static const control_point_t _curve_map_3[] = {
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{ 0, 0 }, { 16, 24 }, { 128, 64 }, { 192, 144 }, { 240, 192 }
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};
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static const control_point_t _curve_map_4[] = {
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{ 0, 0 }, { 16, 24 }, { 96, 72 }, { 160, 192 }, { 220, 239 }, { 240, 239 }
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};
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static const control_point_list_t _curve_maps[] = {
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{ lengthof(_curve_map_1), _curve_map_1 },
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{ lengthof(_curve_map_2), _curve_map_2 },
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{ lengthof(_curve_map_3), _curve_map_3 },
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{ lengthof(_curve_map_4), _curve_map_4 },
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};
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static void HeightMapCurves(uint level)
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{
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height_t ht[lengthof(_curve_maps)];
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/* Set up a grid to choose curve maps based on location */
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uint sx = Clamp(1 << level, 2, 32);
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uint sy = Clamp(1 << level, 2, 32);
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byte *c = (byte *)alloca(sx * sy);
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for (uint i = 0; i < sx * sy; i++) {
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c[i] = Random() % lengthof(_curve_maps);
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}
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/* Apply curves */
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for (uint x = 0; x < _height_map.size_x; x++) {
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/* Get our X grid positions and bi-linear ratio */
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float fx = (float)(sx * x) / _height_map.size_x + 0.5f;
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uint x1 = fx;
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uint x2 = x1;
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float xr = 2.0f * (fx - x1) - 1.0f;
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xr = sin(xr * M_PI_2);
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xr = sin(xr * M_PI_2);
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xr = 0.5f * (xr + 1.0f);
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float xri = 1.0f - xr;
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if (x1 > 0) {
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x1--;
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if (x2 >= sx) x2--;
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}
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for (uint y = 0; y < _height_map.size_y; y++) {
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/* Get our Y grid position and bi-linear ratio */
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float fy = (float)(sy * y) / _height_map.size_y + 0.5f;
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uint y1 = fy;
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uint y2 = y1;
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float yr = 2.0f * (fy - y1) - 1.0f;
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yr = sin(yr * M_PI_2);
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yr = sin(yr * M_PI_2);
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yr = 0.5f * (yr + 1.0f);
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float yri = 1.0f - yr;
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if (y1 > 0) {
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y1--;
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if (y2 >= sy) y2--;
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}
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uint corner_a = c[x1 + sx * y1];
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uint corner_b = c[x1 + sx * y2];
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uint corner_c = c[x2 + sx * y1];
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uint corner_d = c[x2 + sx * y2];
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/* Bitmask of which curve maps are chosen, so that we do not bother
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* calculating a curve which won't be used. */
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uint corner_bits = 0;
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corner_bits |= 1 << corner_a;
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corner_bits |= 1 << corner_b;
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corner_bits |= 1 << corner_c;
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corner_bits |= 1 << corner_d;
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height_t *h = &_height_map.height(x, y);
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/* Apply all curve maps that are used on this tile. */
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for (uint t = 0; t < lengthof(_curve_maps); t++) {
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if (!HasBit(corner_bits, t)) continue;
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const control_point_t *cm = _curve_maps[t].list;
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for (uint i = 0; i < _curve_maps[t].length - 1; i++) {
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const control_point_t &p1 = cm[i];
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const control_point_t &p2 = cm[i + 1];
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if (*h >= p1.x && *h < p2.x) {
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ht[t] = p1.y + (*h - p1.x) * (p2.y - p1.y) / (p2.x - p1.x);
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break;
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}
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}
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}
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/* Apply interpolation of curve map results. */
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*h = (ht[corner_a] * yri + ht[corner_b] * yr) * xri + (ht[corner_c] * yri + ht[corner_d] * yr) * xr;
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}
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}
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}
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/** Adjusts heights in height map to contain required amount of water tiles */
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static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_new)
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{
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@@ -728,6 +863,11 @@ static void HeightMapNormalize()
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HeightMapSmoothSlopes(roughness);
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HeightMapSineTransform(12, h_max_new);
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if (_settings_game.game_creation.variety > 0) {
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HeightMapCurves(_settings_game.game_creation.variety);
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}
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HeightMapSmoothSlopes(16);
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}
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