#include "terrain_loader.h" #include #include "noiseutils/noiseutils.h" #include #include using namespace noise; TerrainLoader::TerrainLoader(int seed, fs::path root) { this->seed = seed; this->root = root; } TerrainLoader::~TerrainLoader() { } float *TerrainLoader::generate_heights(int x, int y, int width, int height) { const double scale_factor = 0.004; module::Perlin mod; mod.SetSeed(seed); utils::NoiseMap heightmap; utils::NoiseMapBuilderPlane heightmap_builder; heightmap_builder.SetSourceModule(mod); heightmap_builder.SetDestNoiseMap(heightmap); heightmap_builder.SetDestSize(width, height); heightmap_builder.SetBounds((double)x * scale_factor, (double)(x+width) * scale_factor, (double)y * scale_factor, (double)(y+height) * scale_factor); heightmap_builder.Build(); float *heights = new float[width*height]; for(int i = 0; i < width; i++) { for(int j = 0; j < height; j++) { heights[i*height + j] = 50*(1+heightmap.GetValue(i, j)); } } save_chunk(heights, x, y, width, height); return heights; } float *TerrainLoader::get_chunk(int x, int y, int width, int height) { float *h; if(has_chunk(x, y)) h = load_chunk(x, y, width, height); else h = generate_heights(x, y, width, height); return h; } bool TerrainLoader::has_chunk(int x, int y) { return fs::exists(root / (boost::format("%d.%d.chunk") % x % y).str()); } void TerrainLoader::save_chunk(float *chunk, int x, int y, int width, int height) { fs::path p = root / (boost::format("%d.%d.chunk") % x % y).str(); fs::ofstream os(p); os << width << std::endl; os << height << std::endl; for(int x = 0; x < width; x++) for(int y = 0; y < height; y++) os << chunk[x*height + y] << std::endl; os.close(); } // NOTE: assumes width <= chunk_size+1, likewise for height float *TerrainLoader::load_chunk(int x, int y, int width, int height) { fs::path p = root / (boost::format("%d.%d.chunk") % x % y).str(); fs::ifstream is(p); int w, h; is >> w; is >> h; float *chunk = new float[width*height]; for(int x = 0; x < w; x++) for(int y = 0; y < h; y++) { float v; is >> v; if(x < width && y < height) chunk[x*height + y] = v; } is.close(); return chunk; }