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#include "terrain_loader.h"
#include <noise/noise.h>
#include "noiseutils/noiseutils.h"
#include <boost/format.hpp>
#include <boost/filesystem/fstream.hpp>
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;
}
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