worldGeneratorSettings.cpp 32 KB

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  1. #include "worldGeneratorSettings.h"
  2. #include <FastNoiseSIMD.h>
  3. #include <magic_enum.hpp>
  4. #include <glm/glm.hpp>
  5. #include <iostream>
  6. void WorldGenerator::init()
  7. {
  8. FastNoiseSIMD::SetSIMDLevel(3);
  9. continentalnessNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  10. continentalness2Noise = FastNoiseSIMD::NewFastNoiseSIMD();
  11. continentalnessPickNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  12. randomHillsNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  13. peaksValiesNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  14. wierdnessNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  15. stone3Dnoise = FastNoiseSIMD::NewFastNoiseSIMD();
  16. whiteNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  17. whiteNoise2 = FastNoiseSIMD::NewFastNoiseSIMD();
  18. spagettiNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  19. iceNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  20. regionsX = FastNoiseSIMD::NewFastNoiseSIMD();
  21. regionsZ = FastNoiseSIMD::NewFastNoiseSIMD();
  22. hillsDropsNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  23. regionsRandomNumber = FastNoiseSIMD::NewFastNoiseSIMD();
  24. stonePatchesNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  25. treesAmountNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  26. treesTypeNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  27. cavesNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  28. lakesNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  29. swampNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  30. swampMask = FastNoiseSIMD::NewFastNoiseSIMD();
  31. stoneSpikesNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  32. stoneSpikesMask = FastNoiseSIMD::NewFastNoiseSIMD();
  33. riversNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  34. roadNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  35. randomSandPatchesNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  36. regionsHeightNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  37. regionsHeightTranzition = FastNoiseSIMD::NewFastNoiseSIMD();
  38. randomStonesNoise = FastNoiseSIMD::NewFastNoiseSIMD();
  39. alternativePatchesOfBlocks = FastNoiseSIMD::NewFastNoiseSIMD();
  40. WorldGeneratorSettings s;
  41. applySettings(s);
  42. }
  43. void WorldGenerator::clear()
  44. {
  45. delete continentalnessNoise;
  46. delete continentalness2Noise;
  47. delete continentalnessPickNoise;
  48. delete randomHillsNoise;
  49. delete peaksValiesNoise;
  50. delete wierdnessNoise;
  51. delete stone3Dnoise;
  52. delete whiteNoise;
  53. delete whiteNoise2;
  54. delete spagettiNoise;
  55. delete iceNoise;
  56. delete roadNoise;
  57. delete riversNoise;
  58. delete regionsHeightNoise;
  59. delete regionsHeightTranzition;
  60. delete randomStonesNoise;
  61. delete alternativePatchesOfBlocks;
  62. delete hillsDropsNoise;
  63. delete regionsRandomNumber;
  64. delete randomSandPatchesNoise;
  65. delete stonePatchesNoise;
  66. delete treesTypeNoise;
  67. delete cavesNoise;
  68. delete treesAmountNoise;
  69. delete lakesNoise;
  70. delete regionsX;
  71. delete regionsZ;
  72. delete swampNoise;
  73. delete stoneSpikesNoise;
  74. delete swampMask;
  75. delete stoneSpikesMask;
  76. *this = {};
  77. }
  78. void WorldGenerator::applySettings(WorldGeneratorSettings &s)
  79. {
  80. whiteNoise->SetSeed(s.seed);
  81. whiteNoise->SetNoiseType(FastNoiseSIMD::NoiseType::WhiteNoise);
  82. whiteNoise2->SetSeed(s.seed + 1);
  83. whiteNoise2->SetNoiseType(FastNoiseSIMD::NoiseType::WhiteNoise);
  84. auto apply = [&](FastNoiseSIMD *noise, int seed, NoiseSetting &s)
  85. {
  86. noise->SetSeed(seed);
  87. noise->SetNoiseType((FastNoiseSIMD::NoiseType)s.type);
  88. noise->SetAxisScales(s.scale, 1, s.scale);
  89. noise->SetFrequency(s.frequency);
  90. noise->SetFractalOctaves(s.octaves);
  91. noise->SetPerturbFractalOctaves(s.perturbFractalOctaves);
  92. if (s.type == FastNoiseSIMD::NoiseType::Cellular)
  93. {
  94. noise->SetCellularReturnType((FastNoiseSIMD::CellularReturnType)s.cellularReturnType);
  95. }
  96. };
  97. apply(continentalnessNoise, s.seed + 2, s.continentalnessNoiseSettings);
  98. continentalSplines = s.continentalnessNoiseSettings.spline;
  99. continentalPower = s.continentalnessNoiseSettings.power;
  100. apply(continentalness2Noise, s.seed + 33, s.continentalness2NoiseSettings);
  101. continental2Splines = s.continentalness2NoiseSettings.spline;
  102. continental2Power = s.continentalness2NoiseSettings.power;
  103. apply(continentalnessPickNoise, s.seed + 43, s.continentalnessPickSettings);
  104. continentalnessPickSplines = s.continentalnessPickSettings.spline;
  105. continentalnessPickPower = s.continentalnessPickSettings.power;
  106. apply(stone3Dnoise, s.seed + 3, s.stone3Dnoise);
  107. stone3DnoiseSplines = s.stone3Dnoise.spline;
  108. stone3Dpower = s.stone3Dnoise.power;
  109. apply(randomHillsNoise, s.seed + 45, s.randomHills);
  110. randomHillsSplines = s.randomHills.spline;
  111. randomHillsPower = s.randomHills.power;
  112. apply(spagettiNoise, s.seed + 4, s.spagettiNoise);
  113. spagettiNoiseSplines = s.spagettiNoise.spline;
  114. spagettiNoisePower = s.spagettiNoise.power;
  115. apply(peaksValiesNoise, s.seed + 5, s.peaksAndValies);
  116. peaksValiesSplines = s.peaksAndValies.spline;
  117. peaksValiesPower = s.peaksAndValies.power;
  118. peaksValiesContributionSplines = s.peaksAndValiesContributionSpline;
  119. apply(wierdnessNoise, s.seed + 6, s.wierdness);
  120. wierdnessSplines = s.wierdness.spline;
  121. wierdnessPower = s.wierdness.power;
  122. apply(riversNoise, s.seed + 9, s.riversNoise);
  123. riversPower = s.riversNoise.power;
  124. riversSplines = s.riversNoise.spline;
  125. apply(roadNoise, s.seed + 10, s.roadsNoise);
  126. roadPower = s.roadsNoise.power;
  127. roadSplines = s.roadsNoise.spline;
  128. regionsHeightSplines = s.regionsHeightSpline;
  129. apply(hillsDropsNoise, s.seed + 11, s.hillsDrops);
  130. hillsDropsPower = s.hillsDrops.power;
  131. hillsDropsSpline = s.hillsDrops.spline;
  132. apply(randomSandPatchesNoise, s.seed + 12, s.randomSand);
  133. randomSandPower = s.randomSand.power;
  134. randomSandSplines = s.randomSand.spline;
  135. apply(stonePatchesNoise, s.seed + 13, s.stonePatches);
  136. stonePatchesPower = s.stonePatches.power;
  137. stonePatchesSpline = s.stonePatches.spline;
  138. apply(treesAmountNoise, s.seed + 14, s.treesAmountNoise);
  139. treesAmountPower = s.treesAmountNoise.power;
  140. treesAmountSpline = s.treesAmountNoise.spline;
  141. apply(treesTypeNoise, s.seed + 15, s.treesTypeNoise);
  142. treesTypePower = s.treesTypeNoise.power;
  143. treesTypeSpline = s.treesTypeNoise.spline;
  144. apply(cavesNoise, s.seed + 16, s.cavesNoise);
  145. cavesPower = s.cavesNoise.power;
  146. cavesSpline = s.cavesNoise.spline;
  147. apply(lakesNoise, s.seed + 17, s.lakesNoise);
  148. lakesPower = s.lakesNoise.power;
  149. lakesSplines = s.lakesNoise.spline;
  150. apply(swampNoise, s.seed + 18, s.swampNoise);
  151. swampPower = s.swampNoise.power;
  152. swampSplines = s.swampNoise.spline;
  153. apply(stoneSpikesNoise, s.seed + 19, s.stoneSpikesNoise);
  154. stoneSpikesPower = s.stoneSpikesNoise.power;
  155. stoneSpikesSplines = s.stoneSpikesNoise.spline;
  156. apply(swampMask, s.seed + 20, s.swampMask);
  157. swampMaskPower = s.swampMask.power;
  158. swampMaskSplines = s.swampMask.spline;
  159. apply(stoneSpikesMask, s.seed + 21, s.stoneSpikeMask);
  160. stoneSpikesMaskPower = s.stoneSpikeMask.power;
  161. stoneSpikesMaskSplines = s.stoneSpikeMask.spline;
  162. apply(iceNoise, s.seed + 22, s.iceNoise);
  163. iceNoisePower = s.iceNoise.power;
  164. iceNoiseSplines = s.iceNoise.spline;
  165. regionsHeightNoise->SetSeed(s.seed);
  166. regionsHeightNoise->SetAxisScales(1, 1, 1);
  167. //regionsHeightNoise->SetFrequency(0.002);
  168. //regionsHeightNoise->SetFrequency(0.024); //original intended scale
  169. //regionsHeightNoise->SetFrequency(0.04); //probably will use this
  170. regionsHeightNoise->SetFrequency(0.1);
  171. //regionsHeightNoise->SetFrequency(0.4); //for testing
  172. regionsHeightNoise->SetNoiseType(FastNoiseSIMD::NoiseType::Cellular);
  173. regionsHeightNoise->SetCellularReturnType(FastNoiseSIMD::CellularReturnType::NoiseLookup);
  174. regionsHeightNoise->SetCellularDistanceFunction(FastNoiseSIMD::CellularDistanceFunction::Natural);
  175. regionsHeightNoise->SetCellularJitter(0.31);
  176. regionsHeightNoise->SetCellularNoiseLookupType(FastNoiseSIMD::NoiseType::Perlin);
  177. //regionsHeightNoise->SetCellularNoiseLookupFrequency(0.22); //original
  178. //regionsHeightNoise->SetCellularNoiseLookupFrequency(0.25);
  179. //regionsHeightNoise->SetCellularNoiseLookupFrequency(0.30); //currently used
  180. regionsHeightNoise->SetCellularNoiseLookupFrequency(0.35);
  181. *regionsHeightTranzition = *regionsHeightNoise;
  182. regionsHeightTranzition->SetCellularReturnType(FastNoiseSIMD::CellularReturnType::Distance);
  183. *regionsRandomNumber = *regionsHeightNoise;
  184. regionsRandomNumber->SetCellularReturnType(FastNoiseSIMD::CellularReturnType::CellValue);
  185. *regionsX = *regionsHeightNoise;
  186. regionsX->SetCellularReturnType(FastNoiseSIMD::CellularReturnType::CellX);
  187. *regionsZ = *regionsHeightNoise;
  188. regionsZ->SetCellularReturnType(FastNoiseSIMD::CellularReturnType::CellZ);
  189. randomStonesNoise->SetSeed(s.seed + 100);
  190. randomStonesNoise->SetNoiseType(FastNoiseSIMD::NoiseType::Simplex);
  191. float scale = 0.05 * 16;
  192. randomStonesNoise->SetAxisScales(scale, scale, scale);
  193. randomStonesNoise->SetFrequency(0.015);
  194. alternativePatchesOfBlocks->SetSeed(s.seed + 101);
  195. alternativePatchesOfBlocks->SetAxisScales(1, 1, 1);
  196. alternativePatchesOfBlocks->SetFrequency(0.016);
  197. alternativePatchesOfBlocks->SetNoiseType(FastNoiseSIMD::NoiseType::Cellular);
  198. alternativePatchesOfBlocks->SetCellularReturnType(FastNoiseSIMD::CellularReturnType::NoiseLookup);
  199. alternativePatchesOfBlocks->SetCellularDistanceFunction(FastNoiseSIMD::CellularDistanceFunction::Natural);
  200. alternativePatchesOfBlocks->SetCellularNoiseLookupFrequency(0.30);
  201. alternativePatchesOfBlocks->SetCellularNoiseLookupType(FastNoiseSIMD::NoiseType::Simplex);
  202. isSuperFlat = s.isSuperFlat;
  203. }
  204. float truncateTo4Decimals(float number)
  205. {
  206. // Multiply by 10^4 to shift the decimal point 4 places to the right
  207. float factor = 10000.0f;
  208. number = std::floor(number * factor) / factor; // Truncate the decimals
  209. return number;
  210. }
  211. //TODO optimize get noise set lol
  212. int WorldGenerator::getRegionHeightAndBlendingsForChunk(int chunkX, int chunkZ,
  213. float values[16 * 16], float borderingFactor[16 * 16], float &vegetationMaster,
  214. float tightBorders[16 * 16], float &xValue, float &zValue, float &biomeTypeRandomValue)
  215. {
  216. float *rezult
  217. = regionsHeightNoise->GetNoiseSet(chunkX-1, 0, chunkZ-1,
  218. 3, (1), 3, 1);
  219. float *rezult2 = regionsHeightTranzition->GetNoiseSet(chunkX * 16, 0, chunkZ * 16, 16, 1, 16,
  220. 1.f / 16.f);
  221. float *rezult3
  222. = regionsRandomNumber->GetNoiseSet(chunkX-1, 0, chunkZ-1,
  223. 3, (1), 3);
  224. biomeTypeRandomValue = rezult3[4]; //todo change !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  225. biomeTypeRandomValue += 1.f;
  226. biomeTypeRandomValue /= 2.f;
  227. float *rezultX = regionsX->GetNoiseSet(chunkX-1, 0, chunkZ-1, 3, 1, 3);
  228. for (int i = 0; i < 9; i++)
  229. {
  230. rezultX[i] = truncateTo4Decimals(rezultX[i]);
  231. rezultX[i] *= (1.f / regionsX->GetFrequency()) * (1.f / regionsX->GetAxisScaleX());
  232. }
  233. xValue = rezultX[4];
  234. float *rezultZ = regionsZ->GetNoiseSet(chunkX-1, 0, chunkZ-1, 3, 1, 3);
  235. for (int i = 0; i < 9; i++)
  236. {
  237. rezultZ[i] = truncateTo4Decimals(rezultZ[i]);
  238. rezultZ[i] *= (1.f / regionsZ->GetFrequency()) * (1.f / regionsZ->GetAxisScaleZ());
  239. }
  240. zValue = rezultZ[4];
  241. //float *test =
  242. //regionsHeightNoise->SetCellularDistanceFunction()
  243. //FastNoiseSIMD::CellularDistanceFunction;
  244. vegetationMaster = rezult3[4];
  245. vegetationMaster += 1.f;
  246. vegetationMaster /= 2.f;
  247. for (int i = 0; i < 16 * 16; i++)
  248. {
  249. //todo investigate here!!!!!!!!!!!!!!!!!1
  250. //rezult2[i] += 1;
  251. //rezult2[i] /= 2;
  252. //rezult2[i] = std::powf(rezult2[i], 1.1);
  253. if (rezult2[i] < 0.05f) { rezult2[i] = 0; }
  254. borderingFactor[i] = rezult2[i];
  255. }
  256. //if (rezult[0] < 0) { std::cout << rezult[0] << " "; }
  257. //if (rezult2[0] < 0) { std::cout << rezult2[0] << " "; }
  258. for (int i = 0; i < 3*3; i++)
  259. {
  260. //rezult[i] += 1;
  261. //rezult[i] /= 2.f;
  262. rezult[i] = regionsHeightSplines.applySpline((rezult[i] + 1) / 2.f);
  263. rezult[i] *= 6;
  264. rezult[i] = floor(rezult[i]);
  265. if (rezult[i] == 6) { rezult[i] = 5; }
  266. //rezult[i] += 0.1;
  267. }
  268. auto getXValues = [&](int x, int y)
  269. {
  270. return rezultX[x + y * 3];
  271. };
  272. auto getZValues = [&](int x, int y)
  273. {
  274. return rezultZ[x + y * 3];
  275. };
  276. auto getRezultValues = [&](int x, int y)
  277. {
  278. int xValue = getXValues(x, y);
  279. int zValue = getZValues(x, y);
  280. //guarantee the close chunks are always plains
  281. if (glm::length(glm::vec2{xValue,zValue}) < 16)
  282. {
  283. return PLAINS_HEIGHT_INDEX;
  284. }
  285. return int(rezult[x + y * 3]);
  286. };
  287. for (int j = 0; j < 16; j++)
  288. for (int i = 0; i < 16; i++)
  289. {
  290. tightBorders[i + j * 16] = 0;
  291. if (j == 0 && ((getXValues(1, 1) != getXValues(1, 0)) || (getZValues(1, 1) != getZValues(1, 0))) )
  292. {
  293. tightBorders[i + j * 16] = 1;
  294. }
  295. else if (j == 15 && ( (getXValues(1, 1) != getXValues(1, 2)) || (getZValues(1, 1) != getZValues(1, 2)) ) )
  296. {
  297. tightBorders[i + j * 16] = 1;
  298. }
  299. else if (i == 0 &&( (getXValues(1, 1) != getXValues(0, 1)) || (getZValues(1, 1) != getZValues(0, 1))) )
  300. {
  301. tightBorders[i + j * 16] = 1;
  302. }
  303. else if (i == 15 && ( (getXValues(1, 1) != getXValues(2, 1)) || (getZValues(1, 1) != getZValues(2, 1))) )
  304. {
  305. tightBorders[i + j * 16] = 1;
  306. }
  307. }
  308. for (int j = 0; j < 16; j++)
  309. for (int i = 0; i < 16; i++)
  310. {
  311. float rez = 0;
  312. int counter = 0;
  313. for (int y = -14; y < 14; y++)
  314. for (int x = -14; x < 14; x++)
  315. {
  316. //if (x * x + y * y > 14 * 14) { continue; } //round up corners
  317. if (std::abs(x) + std::abs(y) > 14 + 14) { continue; } //round up corners
  318. int rezX = i + x;
  319. int rezY = j + y;
  320. if(rezX < 0){rezX = 0;}else if(rezX >= 16){rezX = 2;}else{rezX = 1;}
  321. if(rezY < 0){rezY = 0;}else if(rezY >= 16){rezY = 2;}else{rezY = 1;}
  322. rez += getRezultValues(rezX, rezY);
  323. counter++;
  324. }
  325. rez /= (float)counter;
  326. values[i + j * 16] = rez;
  327. }
  328. int value = getRezultValues(1, 1);
  329. FastNoiseSIMD::FreeNoiseSet(rezult);
  330. FastNoiseSIMD::FreeNoiseSet(rezult2);
  331. FastNoiseSIMD::FreeNoiseSet(rezult3);
  332. FastNoiseSIMD::FreeNoiseSet(rezultX);
  333. FastNoiseSIMD::FreeNoiseSet(rezultZ);
  334. return value;
  335. }
  336. /*
  337. int WorldGenerator::getRegionHeightAndBlendingsForChunk(int chunkX, int chunkZ, float values[16 * 16])
  338. {
  339. float *rezult
  340. = regionsHeightNoise->GetNoiseSet(chunkX-2, 0, chunkZ-2,
  341. 5, (1), 5, 1);
  342. for (int i = 0; i < 5*5; i++)
  343. {
  344. rezult[i] = regionsHeightSplines.applySpline((rezult[i] + 1) / 2.f);
  345. rezult[i] *= 6;
  346. rezult[i] = floor(rezult[i]);
  347. //rezult[i] += 0.1;
  348. }
  349. auto getRezultValues = [&](int x, int y)
  350. {
  351. return rezult[x + y * 5];
  352. };
  353. for (int j = 0; j < 16; j++)
  354. for (int i = 0; i < 16; i++)
  355. {
  356. float rez = 0;
  357. int counter = 0;
  358. for (int y = -24; y < 24; y++)
  359. for (int x = -24; x < 24; x++)
  360. {
  361. if (x * x + y * y > 24 * 24) { continue; } //round up corners
  362. int rezX = i + x;
  363. int rezY = j + y;
  364. if(rezX < -32){rezX = 0;}else if(rezX < 16){rezX = 1;}else if(rezX<0){rezX = 2;}else if(rezX<16){rezX = 3;}else{rezX = 4;}
  365. if(rezY < -32){rezY = 0;}else if(rezY < 16){rezY = 1;}else if(rezY<0){rezY = 2;}else if(rezY<16){rezY = 3;}else{rezY = 4;}
  366. rez += getRezultValues(rezX, rezY);
  367. counter++;
  368. }
  369. rez /= (float)counter;
  370. values[i + j * 16] = rez;
  371. }
  372. int value = getRezultValues(2, 2);
  373. FastNoiseSIMD::FreeNoiseSet(rezult);
  374. return value;
  375. }
  376. */
  377. std::string WorldGeneratorSettings::saveSettings()
  378. {
  379. std::string rez;
  380. rez.reserve(500);
  381. rez += "seed: "; rez += std::to_string(seed); rez += ";\n";
  382. if (isSuperFlat)
  383. {
  384. rez += "superFlat: 1;\n";
  385. }
  386. else
  387. {
  388. rez += "continentalnessNoise:\n";
  389. rez += continentalnessNoiseSettings.saveSettings(1);
  390. rez += "continentalnessNoise2:\n";
  391. rez += continentalness2NoiseSettings.saveSettings(1);
  392. rez += "continentalnessPickNoise:\n";
  393. rez += continentalnessPickSettings.saveSettings(1);
  394. rez += "swampNoise:\n";
  395. rez += swampNoise.saveSettings(1);
  396. rez += "stoneSpikesNoise:\n";
  397. rez += stoneSpikesNoise.saveSettings(1);
  398. rez += "stoneSpikesMask:\n";
  399. rez += stoneSpikeMask.saveSettings(1);
  400. rez += "swampMask:\n";
  401. rez += swampMask.saveSettings(1);
  402. rez += "iceNoise:\n";
  403. rez += iceNoise.saveSettings(1);
  404. rez += "peaksAndValies:\n";
  405. rez += peaksAndValies.saveSettings(1);
  406. rez += "peaksAndValiesContributionSpline:\n";
  407. rez += peaksAndValiesContributionSpline.saveSettings(1);
  408. rez += "randomHills:\n";
  409. rez += randomHills.saveSettings(1);
  410. rez += "wierdness:\n";
  411. rez += wierdness.saveSettings(1);
  412. rez += "vegetationNoise:\n";
  413. rez += vegetationNoise.saveSettings(1);
  414. rez += "stonetDnoise:\n";
  415. rez += stone3Dnoise.saveSettings(1);
  416. rez += "riversNoise:\n";
  417. rez += riversNoise.saveSettings(1);
  418. rez += "roadsNoise:\n";
  419. rez += roadsNoise.saveSettings(1);
  420. rez += "stonePatches:\n";
  421. rez += stonePatches.saveSettings(1);
  422. rez += "randomSand:\n";
  423. rez += randomSand.saveSettings(1);
  424. rez += "hillsDrop:\n";
  425. rez += hillsDrops.saveSettings(1);
  426. rez += "treesAmountNoise:\n";
  427. rez += treesAmountNoise.saveSettings(1);
  428. rez += "treesTypeNoise:\n";
  429. rez += treesTypeNoise.saveSettings(1);
  430. rez += "cavesNoise:\n";
  431. rez += cavesNoise.saveSettings(1);
  432. rez += "lakesNoise:\n";
  433. rez += lakesNoise.saveSettings(1);
  434. rez += "spagettiNoise:\n";
  435. rez += spagettiNoise.saveSettings(1);
  436. //rez += "spagettiBias: "; rez += std::to_string(spagettiBias); rez += ";\n";
  437. //rez += "spagettiBiasPower: "; rez += std::to_string(spagettiBiasPower); rez += ";\n";
  438. //rez += "densityBias: "; rez += std::to_string(densityBias); rez += ";\n";
  439. //rez += "densityBiasPower: "; rez += std::to_string(densityBiasPower); rez += ";\n";
  440. //rez += "densitySquishFactor: "; rez += std::to_string(densitySquishFactor); rez += ";\n";
  441. //rez += "densitySquishPower: "; rez += std::to_string(densitySquishPower); rez += ";\n";
  442. //rez += "densityHeightoffset: "; rez += std::to_string(densityHeightoffset); rez += ";\n";
  443. rez += "regionsHeightSpline: "; rez += regionsHeightSpline.saveSettings(1);
  444. }
  445. return rez;
  446. }
  447. void WorldGeneratorSettings::sanitize()
  448. {
  449. continentalnessNoiseSettings.sanitize();
  450. peaksAndValies.sanitize();
  451. wierdness.sanitize();
  452. stone3Dnoise.sanitize();
  453. riversNoise.sanitize();
  454. vegetationNoise.sanitize();
  455. treesTypeNoise.sanitize();
  456. treesAmountNoise.sanitize();
  457. hillsDrops.sanitize();
  458. randomSand.sanitize();
  459. stonePatches.sanitize();
  460. cavesNoise.sanitize();
  461. lakesNoise.sanitize();
  462. peaksAndValiesContributionSpline.sanitize();
  463. //densityBias = glm::clamp(densityBias, 0.f, 1.f);
  464. //densityBiasPower = glm::clamp(densityBiasPower, 0.1f, 10.f);
  465. spagettiNoise.sanitize();
  466. //spagettiBias = glm::clamp(spagettiBias, 0.f, 10.f);
  467. //spagettiBiasPower = glm::clamp(spagettiBiasPower, 0.1f, 10.f);
  468. }
  469. std::string NoiseSetting::saveSettings(int tabs, bool saveSpline)
  470. {
  471. std::string rez;
  472. rez.reserve(200);
  473. auto addTabs = [&]() { for (int i = 0; i < tabs; i++) { rez += '\t'; } };
  474. addTabs();
  475. rez += "{\n";
  476. addTabs();
  477. rez += "scale: "; rez += std::to_string(scale); rez += ";\n"; addTabs();
  478. rez += "type: "; rez += magic_enum::enum_name((FastNoiseSIMD::NoiseType)type); rez += ";\n"; addTabs();
  479. rez += "celularReturnType: "; rez += magic_enum::enum_name((FastNoiseSIMD::CellularReturnType)cellularReturnType); rez += ";\n"; addTabs();
  480. rez += "frequency: "; rez += std::to_string(frequency); rez += ";\n"; addTabs();
  481. rez += "octaves: "; rez += std::to_string(octaves); rez += ";\n"; addTabs();
  482. rez += "perturbFractalOctaves: "; rez += std::to_string(perturbFractalOctaves); rez += ";\n"; addTabs();
  483. rez += "power: "; rez += std::to_string(power); rez += ";\n";
  484. if (saveSpline)
  485. {
  486. addTabs();
  487. rez += "spline:\n";
  488. rez += spline.saveSettings(tabs + 1);
  489. }
  490. addTabs();
  491. rez += "}\n";
  492. return rez;
  493. }
  494. void NoiseSetting::sanitize()
  495. {
  496. spline.sanitize();
  497. scale = glm::clamp(scale, 0.001f, 100.f);
  498. type = glm::clamp(type, (int)FastNoiseSIMD::Value, (int)FastNoiseSIMD::CubicFractal);
  499. frequency = glm::clamp(frequency, 0.001f, 100.f);
  500. octaves = glm::clamp(octaves, 0, 8);
  501. perturbFractalOctaves = glm::clamp(perturbFractalOctaves, 0, 8);
  502. power = glm::clamp(power, 0.1f, 10.f);
  503. cellularReturnType = glm::clamp(cellularReturnType, (int)FastNoiseSIMD::CellularReturnType::CellValue, (int)FastNoiseSIMD::CellularReturnType::Distance2Cave);
  504. }
  505. bool WorldGeneratorSettings::loadSettings(const char *data)
  506. {
  507. *this = {};
  508. enum
  509. {
  510. TokenNone,
  511. TokenString,
  512. TokenNumber,
  513. TokenSymbol,
  514. };
  515. struct Token
  516. {
  517. int type = 0;
  518. std::string s = "";
  519. char symbol = 0;
  520. double number = 0;
  521. bool operator==(Token &other)
  522. {
  523. return type == other.type &&
  524. s == other.s &&
  525. symbol == other.symbol &&
  526. number == other.number;
  527. }
  528. };
  529. std::vector<Token> tokens;
  530. #pragma region tokenize
  531. {
  532. int lastPos = 0;
  533. for (int i = 0; data[i] != '\0';)
  534. {
  535. auto checkSymbol = [&]() -> bool
  536. {
  537. if (data[i] == ';' || data[i] == ':' || data[i] == '{' || data[i] == '}' || data[i] == ',')
  538. {
  539. tokens.push_back({Token{TokenSymbol, "", data[i], 0}});
  540. i++;
  541. return true;
  542. }
  543. return 0;
  544. };
  545. auto checkNumber = [&]() -> bool
  546. {
  547. if (std::isdigit(data[i]) || (data[i] == '-' && std::isdigit(data[i+1])) )
  548. {
  549. Token t;
  550. t.type = TokenNumber;
  551. t.s += data[i];
  552. i++;
  553. for (; data[i] != '\0'; i++)
  554. {
  555. if (std::isdigit(data[i]) || data[i] == '.')
  556. {
  557. t.s += data[i];
  558. }
  559. else
  560. {
  561. break;
  562. }
  563. }
  564. t.number = std::stod(t.s); //todo replace with something that reports errors
  565. if (!t.s.empty()) { tokens.push_back(t); }
  566. return true;
  567. }
  568. return 0;
  569. };
  570. auto consumeWhiteSpaces = [&]()
  571. {
  572. for (; data[i] != '\0'; i++)
  573. {
  574. if (data[i] != '\n' && data[i] != '\v' && data[i] != '\t' && data[i] != ' ' && data[i] != '\r')
  575. {
  576. break;
  577. }
  578. }
  579. };
  580. auto addString = [&]()
  581. {
  582. Token t;
  583. t.type = TokenString;
  584. for (; data[i] != '\0'; i++)
  585. {
  586. if (isalnum(data[i]))
  587. {
  588. t.s += data[i];
  589. }
  590. else
  591. {
  592. break;
  593. }
  594. }
  595. if (!t.s.empty()) { tokens.push_back(t); }
  596. };
  597. consumeWhiteSpaces();
  598. if (data[i] == '\0') { break; }
  599. if (checkSymbol())continue;
  600. if (checkNumber())continue;
  601. addString();
  602. if (lastPos == i)
  603. {
  604. return 0;
  605. }
  606. else
  607. {
  608. lastPos = i;
  609. }
  610. }
  611. }
  612. #pragma endregion
  613. #pragma region parse
  614. {
  615. for (int i = 0; i < tokens.size();)
  616. {
  617. auto isString = [&]() -> bool
  618. {
  619. return tokens[i].type == TokenString;
  620. };
  621. auto consume = [&](Token t) -> bool
  622. {
  623. if (i >= tokens.size()) { return false; }
  624. if (tokens[i] == t)
  625. {
  626. i++;
  627. return true;
  628. }
  629. else
  630. {
  631. return false;
  632. }
  633. };
  634. auto isEof = [&]() { return i >= tokens.size(); };
  635. auto isNumber = [&]()
  636. {
  637. return (tokens[i].type == TokenNumber);
  638. };
  639. auto consumeNumber = [&]() -> double
  640. {
  641. if (tokens[i].type == TokenNumber)
  642. {
  643. i++;
  644. return tokens[i - 1].number;
  645. };
  646. assert(0);
  647. return 0;
  648. };
  649. auto consumeSpline = [&](Spline &spline) -> bool
  650. {
  651. spline.size = 0;
  652. if (!consume(Token{TokenSymbol, "", '{', 0})) { return 0; }
  653. while (!consume(Token{TokenSymbol, "", '}', 0}))
  654. {
  655. if (isEof()) { return 0; }
  656. float nrA = 0;
  657. float nrB = 0;
  658. if (!isNumber()) { return 0; }
  659. nrA = consumeNumber();
  660. if (!consume(Token{TokenSymbol, "", ',', 0})) { return 0; }
  661. if (!isNumber()) { return 0; }
  662. nrB = consumeNumber();
  663. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  664. if (spline.size >= MAX_SPLINES_COUNT)
  665. {
  666. return 0;
  667. }
  668. spline.points[spline.size] = glm::vec2(nrA, nrB);
  669. spline.size++;
  670. }
  671. return true;
  672. };
  673. auto consumeNoise = [&](NoiseSetting &settings) -> bool
  674. {
  675. if (!consume(Token{TokenSymbol, "", '{', 0})) { return 0; }
  676. while (!consume(Token{TokenSymbol, "", '}', 0}))
  677. {
  678. if (isEof()) { return 0; }
  679. if (isString())
  680. {
  681. auto s = tokens[i].s; //todo to lower
  682. i++;
  683. if (s == "scale")
  684. {
  685. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  686. if (isEof()) { return 0; }
  687. if (!isNumber()) { return 0; }
  688. settings.scale = consumeNumber();
  689. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  690. }
  691. else if (s == "frequency")
  692. {
  693. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  694. if (isEof()) { return 0; }
  695. if (!isNumber()) { return 0; }
  696. settings.frequency = consumeNumber();
  697. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  698. }
  699. else if (s == "octaves")
  700. {
  701. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  702. if (isEof()) { return 0; }
  703. if (!isNumber()) { return 0; }
  704. settings.octaves = consumeNumber();
  705. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  706. }
  707. else if (s == "perturbFractalOctaves")
  708. {
  709. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  710. if (isEof()) { return 0; }
  711. if (!isNumber()) { return 0; }
  712. settings.perturbFractalOctaves = consumeNumber();
  713. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  714. }
  715. else if (s == "power")
  716. {
  717. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  718. if (isEof()) { return 0; }
  719. if (!isNumber()) { return 0; }
  720. settings.power = consumeNumber();
  721. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  722. }
  723. else if (s == "type")
  724. {
  725. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  726. if (isEof()) { return 0; }
  727. if (!isString()) { return 0; }
  728. auto s = tokens[i].s; //todo to lower
  729. i++;
  730. settings.type = -1;
  731. const char *types[] = {
  732. "Value", "ValueFractal", "Perlin", "PerlinFractal", "Simplex",
  733. "SimplexFractal", "WhiteNoise", "Cellular", "Cubic", "CubicFractal"};
  734. for (int t = 0; t < sizeof(types) / sizeof(types[0]); t++)
  735. {
  736. if (s == types[t])
  737. {
  738. settings.type = t;
  739. break;
  740. }
  741. }
  742. if (settings.type < 0) { return 0; }
  743. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  744. }
  745. else if (s == "celularReturnType")
  746. {
  747. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  748. if (isEof()) { return 0; }
  749. if (!isString()) { return 0; }
  750. auto s = tokens[i].s; //todo to lower
  751. i++;
  752. settings.cellularReturnType = -1;
  753. const char *types[] = {
  754. "CellValue", "Distance",
  755. "Distance2", "Distance2Add", "Distance2Sub",
  756. "Distance2Mul", "Distance2Div", "NoiseLookup", "Distance2Cave"};
  757. for (int t = 0; t < sizeof(types) / sizeof(types[0]); t++)
  758. {
  759. if (s == types[t])
  760. {
  761. settings.cellularReturnType = t;
  762. break;
  763. }
  764. }
  765. if (settings.cellularReturnType < 0) { return 0; }
  766. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  767. }
  768. else if (s == "spline")
  769. {
  770. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  771. if (isEof()) { return 0; }
  772. if (!consumeSpline(settings.spline)) { return 0; }
  773. }
  774. else
  775. {
  776. return 0;
  777. }
  778. }
  779. else if (consume(Token{TokenSymbol, "", ';', 0}))
  780. {
  781. }
  782. else
  783. {
  784. return 0;
  785. }
  786. }
  787. return true;
  788. };
  789. //if (isEof()) { break; }
  790. if (isString())
  791. {
  792. auto s = tokens[i].s; //todo to lower
  793. i++;
  794. if (s == "seed")
  795. {
  796. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  797. if (isEof()) { return 0; }
  798. if (!isNumber()) { return 0; }
  799. seed = consumeNumber();
  800. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  801. }else if (s == "superFlat")
  802. {
  803. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  804. if (isEof()) { return 0; }
  805. if (!isNumber()) { return 0; }
  806. isSuperFlat = consumeNumber();
  807. if (!consume(Token{TokenSymbol, "", ';', 0})) { return 0; }
  808. }
  809. else if (s == "continentalnessNoise")
  810. {
  811. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  812. if (isEof()) { return 0; }
  813. if (!consumeNoise(continentalnessNoiseSettings))
  814. {
  815. return 0;
  816. }
  817. }
  818. else if (s == "continentalnessNoise2")
  819. {
  820. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  821. if (isEof()) { return 0; }
  822. if (!consumeNoise(continentalness2NoiseSettings))
  823. {
  824. return 0;
  825. }
  826. }
  827. else if (s == "continentalnessPickNoise")
  828. {
  829. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  830. if (isEof()) { return 0; }
  831. if (!consumeNoise(continentalnessPickSettings))
  832. {
  833. return 0;
  834. }
  835. }
  836. else if (s == "swampNoise")
  837. {
  838. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  839. if (isEof()) { return 0; }
  840. if (!consumeNoise(swampNoise))
  841. {
  842. return 0;
  843. }
  844. }
  845. else if (s == "stoneSpikesNoise")
  846. {
  847. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  848. if (isEof()) { return 0; }
  849. if (!consumeNoise(stoneSpikesNoise))
  850. {
  851. return 0;
  852. }
  853. }
  854. else if (s == "stoneSpikesMask")
  855. {
  856. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  857. if (isEof()) { return 0; }
  858. if (!consumeNoise(stoneSpikeMask))
  859. {
  860. return 0;
  861. }
  862. }
  863. else if (s == "swampMask")
  864. {
  865. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  866. if (isEof()) { return 0; }
  867. if (!consumeNoise(swampMask))
  868. {
  869. return 0;
  870. }
  871. }
  872. else if (s == "iceNoise")
  873. {
  874. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  875. if (isEof()) { return 0; }
  876. if (!consumeNoise(iceNoise))
  877. {
  878. return 0;
  879. }
  880. }
  881. else if (s == "vegetationNoise")
  882. {
  883. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  884. if (isEof()) { return 0; }
  885. if (!consumeNoise(vegetationNoise))
  886. {
  887. return 0;
  888. }
  889. }
  890. else if (s == "riversNoise")
  891. {
  892. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  893. if (isEof()) { return 0; }
  894. if (!consumeNoise(riversNoise))
  895. {
  896. return 0;
  897. }
  898. }
  899. else if (s == "roadsNoise")
  900. {
  901. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  902. if (isEof()) { return 0; }
  903. if (!consumeNoise(roadsNoise))
  904. {
  905. return 0;
  906. }
  907. }
  908. else if (s == "stonePatches")
  909. {
  910. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  911. if (isEof()) { return 0; }
  912. if (!consumeNoise(stonePatches))
  913. {
  914. return 0;
  915. }
  916. }
  917. else if (s == "cavesNoise")
  918. {
  919. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  920. if (isEof()) { return 0; }
  921. if (!consumeNoise(cavesNoise))
  922. {
  923. return 0;
  924. }
  925. }
  926. else if (s == "lakesNoise")
  927. {
  928. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  929. if (isEof()) { return 0; }
  930. if (!consumeNoise(lakesNoise))
  931. {
  932. return 0;
  933. }
  934. }
  935. else if (s == "randomSand")
  936. {
  937. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  938. if (isEof()) { return 0; }
  939. if (!consumeNoise(randomSand))
  940. {
  941. return 0;
  942. }
  943. }
  944. else if (s == "peaksAndValies")
  945. {
  946. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  947. if (isEof()) { return 0; }
  948. if (!consumeNoise(peaksAndValies))
  949. {
  950. return 0;
  951. }
  952. }
  953. else if (s == "randomHills")
  954. {
  955. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  956. if (isEof()) { return 0; }
  957. if (!consumeNoise(randomHills))
  958. {
  959. return 0;
  960. }
  961. }
  962. else if (s == "wierdness")
  963. {
  964. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  965. if (isEof()) { return 0; }
  966. if (!consumeNoise(wierdness))
  967. {
  968. return 0;
  969. }
  970. }
  971. else if (s == "stonetDnoise")
  972. {
  973. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  974. if (isEof()) { return 0; }
  975. if (!consumeNoise(stone3Dnoise))
  976. {
  977. return 0;
  978. }
  979. }
  980. else if (s == "spagettiNoise")
  981. {
  982. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  983. if (isEof()) { return 0; }
  984. if (!consumeNoise(spagettiNoise))
  985. {
  986. return 0;
  987. }
  988. }
  989. else if (s == "hillsDrop")
  990. {
  991. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  992. if (isEof()) { return 0; }
  993. if (!consumeNoise(hillsDrops))
  994. {
  995. return 0;
  996. }
  997. }
  998. else if (s == "treesAmountNoise")
  999. {
  1000. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  1001. if (isEof()) { return 0; }
  1002. if (!consumeNoise(treesAmountNoise))
  1003. {
  1004. return 0;
  1005. }
  1006. }
  1007. else if (s == "treesTypeNoise")
  1008. {
  1009. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  1010. if (isEof()) { return 0; }
  1011. if (!consumeNoise(treesTypeNoise))
  1012. {
  1013. return 0;
  1014. }
  1015. }
  1016. else if (s == "peaksAndValiesContributionSpline")
  1017. {
  1018. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  1019. if (isEof()) { return 0; }
  1020. if (!consumeSpline(peaksAndValiesContributionSpline))
  1021. {
  1022. return 0;
  1023. }
  1024. }
  1025. else if (s == "regionsHeightSpline")
  1026. {
  1027. if (!consume(Token{TokenSymbol, "", ':', 0})) { return 0; }
  1028. if (isEof()) { return 0; }
  1029. if (!consumeSpline(regionsHeightSpline))
  1030. {
  1031. return 0;
  1032. }
  1033. }
  1034. else
  1035. {
  1036. return 0;
  1037. }
  1038. }
  1039. else if (consume(Token{TokenSymbol, "", ';', 0}))
  1040. {
  1041. }
  1042. else
  1043. {
  1044. int test = 0;
  1045. return 0;
  1046. }
  1047. }
  1048. }
  1049. #pragma endregion
  1050. sanitize();
  1051. return true;
  1052. }