OpenTTD Source 20250205-master-gfd85ab1e2c
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OTTD Perlin Noise Landscape Generator, aka TerraGenesis Perlin. More...
#include "stdafx.h"
#include "clear_map.h"
#include "void_map.h"
#include "genworld.h"
#include "core/random_func.hpp"
#include "landscape_type.h"
#include "safeguards.h"
Go to the source code of this file.
Data Structures | |
struct | HeightMap |
Height map - allocated array of heights (Map::SizeX() + 1) * (Map::SizeY() + 1) More... | |
Macros | |
#define | F(fraction) ((Height)(fraction * mh)) |
Typedefs | |
using | Height = int16_t |
Fixed point type for heights. | |
using | Amplitude = int |
Fixed point array for amplitudes. | |
Functions | |
static Height | I2H (int i) |
Conversion: int to Height. | |
static int | H2I (Height i) |
Conversion: Height to int. | |
static Height | A2H (Amplitude i) |
Conversion: Amplitude to Height. | |
static Height | TGPGetMaxHeight () |
Gets the maximum allowed height while generating a map based on mapsize, terraintype, and the maximum height level. | |
uint | GetEstimationTGPMapHeight () |
Get an overestimation of the highest peak TGP wants to generate. | |
static Amplitude | GetAmplitude (int frequency) |
Get the amplitude associated with the currently selected smoothness and maximum height level. | |
static bool | IsValidXY (int x, int y) |
Check if a X/Y set are within the map. | |
static void | AllocHeightMap () |
Allocate array of (Map::SizeX() + 1) * (Map::SizeY() + 1) heights and init the _height_map structure members. | |
static void | FreeHeightMap () |
Free height map. | |
static Height | RandomHeight (Amplitude r_max) |
Generates new random height in given amplitude (generated numbers will range from - amplitude to + amplitude) | |
static void | HeightMapGenerate () |
Base Perlin noise generator - fills height map with raw Perlin noise. | |
static void | HeightMapGetMinMaxAvg (Height *min_ptr, Height *max_ptr, Height *avg_ptr) |
Returns min, max and average height from height map. | |
static int * | HeightMapMakeHistogram (Height h_min, Height h_max, int *hist_buf) |
Dill histogram and return pointer to its base point - to the count of zero heights. | |
static void | HeightMapSineTransform (Height h_min, Height h_max) |
Applies sine wave redistribution onto height map. | |
static void | HeightMapCurves (uint level) |
Additional map variety is provided by applying different curve maps to different parts of the map. | |
static void | HeightMapAdjustWaterLevel (int64_t water_percent, Height h_max_new) |
Adjusts heights in height map to contain required amount of water tiles. | |
static double | perlin_coast_noise_2D (const double x, const double y, const double p, const int prime) |
This is a similar function to the main perlin noise calculation, but uses the value p passed as a parameter rather than selected from the predefined sequences. | |
static void | HeightMapCoastLines (BorderFlags water_borders) |
This routine sculpts in from the edge a random amount, again a Perlin sequence, to avoid the rigid flat-edge slopes that were present before. | |
static void | HeightMapSmoothCoastInDirection (int org_x, int org_y, int dir_x, int dir_y) |
Start at given point, move in given direction, find and Smooth coast in that direction. | |
static void | HeightMapSmoothCoasts (BorderFlags water_borders) |
Smooth coasts by modulating height of tiles close to map edges with cosine of distance from edge. | |
static void | HeightMapSmoothSlopes (Height dh_max) |
This routine provides the essential cleanup necessary before OTTD can display the terrain. | |
static void | HeightMapNormalize () |
Height map terraform post processing: | |
static double | int_noise (const long x, const long y, const int prime) |
The Perlin Noise calculation using large primes The initial number is adjusted by two values; the generation_seed, and the passed parameter; prime. | |
static double | linear_interpolate (const double a, const double b, const double x) |
This routine determines the interpolated value between a and b. | |
static double | interpolated_noise (const double x, const double y, const int prime) |
This routine returns the smoothed interpolated noise for an x and y, using the values from the surrounding positions. | |
static void | TgenSetTileHeight (TileIndex tile, int height) |
A small helper function to initialize the terrain. | |
void | GenerateTerrainPerlin () |
The main new land generator using Perlin noise. | |
Variables | |
static const int | HEIGHT_DECIMAL_BITS = 4 |
static const int | AMPLITUDE_DECIMAL_BITS = 10 |
static HeightMap | _height_map = { {}, 0, 0, 0 } |
Global height map instance. | |
static const int | MAX_TGP_FREQUENCIES = 10 |
Maximum number of TGP noise frequencies. | |
static constexpr int | WATER_PERCENT_FACTOR = 1024 |
static const int64_t | _water_percent [4] = {70, 170, 270, 420} |
Desired water percentage (100% == 1024) - indexed by _settings_game.difficulty.quantity_sea_lakes. | |
OTTD Perlin Noise Landscape Generator, aka TerraGenesis Perlin.
Definition in file tgp.cpp.
Conversion: Amplitude to Height.
Definition at line 198 of file tgp.cpp.
Referenced by RandomHeight().
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Allocate array of (Map::SizeX() + 1) * (Map::SizeY() + 1) heights and init the _height_map structure members.
Definition at line 326 of file tgp.cpp.
References _height_map, Map::SizeX(), and Map::SizeY().
Referenced by GenerateTerrainPerlin().
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Free height map.
Definition at line 340 of file tgp.cpp.
References _height_map.
Referenced by GenerateTerrainPerlin().
void GenerateTerrainPerlin | ( | ) |
The main new land generator using Perlin noise.
Desert landscape is handled different to all others to give a desert valley between two high mountains. Clearly if a low height terrain (flat/very flat) is chosen, then the tropic areas won't be high enough, and there will be very little tropic on the map. Thus Tropic works best on Hilly or Mountainous.
Definition at line 981 of file tgp.cpp.
References _height_map, _settings_game, AllocHeightMap(), Clamp(), GameSettings::construction, ConstructionSettings::freeform_edges, FreeHeightMap(), GenerateWorldSetAbortCallback(), GWP_LANDSCAPE, H2I(), HeightMap::height(), HeightMapGenerate(), HeightMapNormalize(), IncreaseGeneratingWorldProgress(), MakeVoid(), Map::SizeX(), Map::SizeY(), TgenSetTileHeight(), TGPGetMaxHeight(), and TileXY().
Referenced by GenerateLandscape().
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Get the amplitude associated with the currently selected smoothness and maximum height level.
frequency | The frequency to get the amplitudes for |
< Very smooth
< Smooth
< Rough
< Very rough
Definition at line 270 of file tgp.cpp.
References _settings_game, Clamp(), GameSettings::game_creation, I2H(), MAX_TGP_FREQUENCIES, GameCreationSettings::tgen_smoothness, and TGPGetMaxHeight().
Referenced by HeightMapGenerate().
uint GetEstimationTGPMapHeight | ( | ) |
Get an overestimation of the highest peak TGP wants to generate.
Definition at line 259 of file tgp.cpp.
References H2I(), and TGPGetMaxHeight().
Referenced by GenerateWorld().
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Conversion: Height to int.
Definition at line 192 of file tgp.cpp.
Referenced by GenerateTerrainPerlin(), and GetEstimationTGPMapHeight().
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Adjusts heights in height map to contain required amount of water tiles.
Definition at line 668 of file tgp.cpp.
References _height_map, HeightMapGetMinMaxAvg(), HeightMapMakeHistogram(), and I2H().
Referenced by HeightMapNormalize().
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This routine sculpts in from the edge a random amount, again a Perlin sequence, to avoid the rigid flat-edge slopes that were present before.
The Perlin noise map doesn't know where we are going to slice across, and so we often cut straight through high terrain. The smoothing routine makes it legal, gradually increasing up from the edge to the original terrain height. By cutting parts of this away, it gives a far more irregular edge to the map-edge. Sometimes it works beautifully with the existing sea & lakes, and creates a very realistic coastline. Other times the variation is less, and the map-edge shows its cliff-like roots.
This routine may be extended to randomly sculpt the height of the terrain near the edge. This will have the coast edge at low level (1-3), rising in smoothed steps inland to about 15 tiles in. This should make it look as though the map has been built for the map size, rather than a slice through a larger map.
Please note that all the small numbers; 53, 101, 167, etc. are small primes to help give the perlin noise a bit more of a random feel.
Definition at line 727 of file tgp.cpp.
References _height_map, _settings_game, abs(), GameSettings::game_creation, HeightMap::height(), GameCreationSettings::map_x, GameCreationSettings::map_y, NorthEast, NorthWest, perlin_coast_noise_2D(), SouthEast, SouthWest, and EnumBitSet< Tenum, Tstorage >::Test().
Referenced by HeightMapNormalize().
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Additional map variety is provided by applying different curve maps to different parts of the map.
A randomized low resolution grid contains which curve map to use on each part of the make. This filtered non-linearly to smooth out transitions between curves, so each tile could have between 100% of one map applied or 25% of four maps.
The curve maps define different land styles, i.e. lakes, low-lands, hills and mountain ranges, although these are dependent on the landscape style chosen as well.
The level parameter dictates the resolution of the grid. A low resolution grid will result in larger continuous areas of a land style, a higher resolution grid splits the style into smaller areas.
level | Rough indication of the size of the grid sections to style. Small level means large grid sections. |
Basically scale height X to height Y. Everything in between is interpolated.
< The height to scale from.
< The height to scale to.
Definition at line 550 of file tgp.cpp.
References _height_map, Clamp(), HasBit(), HeightMap::height(), I2H(), RandomRange(), and TGPGetMaxHeight().
Referenced by HeightMapNormalize().
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Base Perlin noise generator - fills height map with raw Perlin noise.
This runs several iterations with increasing precision; the last iteration looks at areas of 1 by 1 tiles, the second to last at 2 by 2 tiles and the initial 2**MAX_TGP_FREQUENCIES by 2**MAX_TGP_FREQUENCIES tiles.
Definition at line 363 of file tgp.cpp.
References _height_map, GetAmplitude(), HeightMap::height(), Map::LogX(), Map::LogY(), MAX_TGP_FREQUENCIES, and RandomHeight().
Referenced by GenerateTerrainPerlin().
Returns min, max and average height from height map.
Definition at line 423 of file tgp.cpp.
References _height_map, and HeightMap::height().
Referenced by HeightMapAdjustWaterLevel().
Dill histogram and return pointer to its base point - to the count of zero heights.
Definition at line 446 of file tgp.cpp.
References _height_map.
Referenced by HeightMapAdjustWaterLevel().
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Height map terraform post processing:
Definition at line 865 of file tgp.cpp.
References _settings_game, _water_percent, BORDERFLAGS_ALL, GameSettings::construction, GameCreationSettings::custom_sea_level, CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY, GameSettings::difficulty, ConstructionSettings::freeform_edges, GameSettings::game_creation, GB(), HeightMapAdjustWaterLevel(), HeightMapCoastLines(), HeightMapCurves(), HeightMapSineTransform(), HeightMapSmoothCoasts(), HeightMapSmoothSlopes(), I2H(), DifficultySettings::quantity_sea_lakes, Random, GameCreationSettings::tgen_smoothness, TGPGetMaxHeight(), GameCreationSettings::variety, and GameCreationSettings::water_borders.
Referenced by GenerateTerrainPerlin().
Applies sine wave redistribution onto height map.
Definition at line 460 of file tgp.cpp.
References _height_map, _settings_game, GameSettings::game_creation, I2H(), and GameCreationSettings::landscape.
Referenced by HeightMapNormalize().
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Start at given point, move in given direction, find and Smooth coast in that direction.
Definition at line 783 of file tgp.cpp.
References _height_map, HeightMap::height(), I2H(), and IsValidXY().
Referenced by HeightMapSmoothCoasts().
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Smooth coasts by modulating height of tiles close to map edges with cosine of distance from edge.
Definition at line 820 of file tgp.cpp.
References _height_map, HeightMapSmoothCoastInDirection(), NorthEast, NorthWest, SouthEast, SouthWest, and EnumBitSet< Tenum, Tstorage >::Test().
Referenced by HeightMapNormalize().
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This routine provides the essential cleanup necessary before OTTD can display the terrain.
When generated, the terrain heights can jump more than one level between tiles. This routine smooths out those differences so that the most it can change is one level. When OTTD can support cliffs, this routine may not be necessary.
Definition at line 842 of file tgp.cpp.
References _height_map, and HeightMap::height().
Referenced by HeightMapNormalize().
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Conversion: int to Height.
Definition at line 186 of file tgp.cpp.
Referenced by GetAmplitude(), HeightMapAdjustWaterLevel(), HeightMapCurves(), HeightMapNormalize(), HeightMapSineTransform(), HeightMapSmoothCoastInDirection(), and TGPGetMaxHeight().
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The Perlin Noise calculation using large primes The initial number is adjusted by two values; the generation_seed, and the passed parameter; prime.
prime is used to allow the perlin noise generator to create useful random numbers from slightly different series.
Definition at line 898 of file tgp.cpp.
References _settings_game, GameSettings::game_creation, and GameCreationSettings::generation_seed.
Referenced by interpolated_noise().
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This routine returns the smoothed interpolated noise for an x and y, using the values from the surrounding positions.
Definition at line 922 of file tgp.cpp.
References int_noise(), and linear_interpolate().
Referenced by perlin_coast_noise_2D().
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Check if a X/Y set are within the map.
x | coordinate x |
y | coordinate y |
Definition at line 317 of file tgp.cpp.
References _height_map.
Referenced by HeightMapSmoothCoastInDirection().
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This routine determines the interpolated value between a and b.
Definition at line 912 of file tgp.cpp.
Referenced by interpolated_noise().
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This is a similar function to the main perlin noise calculation, but uses the value p passed as a parameter rather than selected from the predefined sequences.
as you can guess by its title, i use this to create the indented coastline, which is just another perlin sequence.
Definition at line 948 of file tgp.cpp.
References interpolated_noise().
Referenced by HeightMapCoastLines().
Generates new random height in given amplitude (generated numbers will range from - amplitude to + amplitude)
r_max | Limit of result |
Definition at line 350 of file tgp.cpp.
References A2H(), and RandomRange().
Referenced by HeightMapGenerate().
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A small helper function to initialize the terrain.
Definition at line 964 of file tgp.cpp.
References CLEAR_GRASS, IsInnerTile(), MakeClear(), and SetTileHeight().
Referenced by GenerateTerrainPerlin().
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Gets the maximum allowed height while generating a map based on mapsize, terraintype, and the maximum height level.
Desired maximum height - indexed by:
It is indexed by map size as well as terrain type since the map size limits the height of a usable mountain. For example, on a 64x64 map a 24 high single peak mountain (as if you raised land 24 times in the center of the map) will leave only a ring of about 10 tiles around the mountain to build on. On a 4096x4096 map, it won't cover any major part of the map.
< Very flat
< Flat
< Hilly
< Mountainous
< Alpinist
Definition at line 217 of file tgp.cpp.
References _settings_game, GameSettings::construction, GameCreationSettings::custom_terrain_type, CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY, GameSettings::difficulty, GameSettings::game_creation, I2H(), Map::LogX(), Map::LogY(), ConstructionSettings::map_height_limit, MAX_MAP_SIZE_BITS, MIN_MAP_SIZE_BITS, and DifficultySettings::terrain_type.
Referenced by GenerateTerrainPerlin(), GetAmplitude(), GetEstimationTGPMapHeight(), HeightMapCurves(), and HeightMapNormalize().
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Global height map instance.
Definition at line 183 of file tgp.cpp.
Referenced by AllocHeightMap(), FreeHeightMap(), GenerateTerrainPerlin(), HeightMapAdjustWaterLevel(), HeightMapCoastLines(), HeightMapCurves(), HeightMapGenerate(), HeightMapGetMinMaxAvg(), HeightMapMakeHistogram(), HeightMapSineTransform(), HeightMapSmoothCoastInDirection(), HeightMapSmoothCoasts(), HeightMapSmoothSlopes(), and IsValidXY().
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Desired water percentage (100% == 1024) - indexed by _settings_game.difficulty.quantity_sea_lakes.
Definition at line 209 of file tgp.cpp.
Referenced by HeightMapNormalize().
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Maximum number of TGP noise frequencies.
Definition at line 204 of file tgp.cpp.
Referenced by GetAmplitude(), and HeightMapGenerate().