public override JobHandle ScheduleGenerateSamplesJob(ref MapPixelData mapPixel)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            // Divisor ensures continuous 0-1 range of tile samples
            float div = (float)(HeightmapDimension - 1) / 3f;

            // Read neighbouring height samples for this map pixel
            int mx = mapPixel.mapPixelX;
            int my = mapPixel.mapPixelY;

            // Seed random with terrain key
            UnityEngine.Random.InitState(TerrainHelper.MakeTerrainKey(mx, my));

            byte[,] shm = dfUnity.ContentReader.WoodsFileReader.GetHeightMapValuesRange(mx - 2, my - 2, 4);
            byte[,] lhm = dfUnity.ContentReader.WoodsFileReader.GetLargeHeightMapValuesRange(mx - 1, my, 3);

            float[,] baseHeightValue = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    int mapPixelX = Math.Max(0, Math.Min(mx + x - 2, WoodsFile.mapWidthValue));
                    int mapPixelY = Math.Max(0, Math.Min(my + y - 2, WoodsFile.mapHeightValue));

                    baseHeightValue[x, y] = shm[x, y] * ImprovedWorldTerrain.computeHeightMultiplier(mapPixelX, mapPixelY);
                }
            }

            float[,] waterMap = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    if (shm[x, y] <= 2) // mappixel is water
                    {
                        waterMap[x, y] = 0.0f;
                    }
                    else
                    {
                        waterMap[x, y] = 1.0f;
                    }
                }
            }

            float[,] climateMap = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    int mapPixelX = Math.Max(0, Math.Min(mx + x - 2, WoodsFile.mapWidthValue));
                    int mapPixelY = Math.Max(0, Math.Min(my + y - 2, WoodsFile.mapHeightValue));
                    climateMap[x, y] = GetNoiseMapScaleBasedOnClimate(mapPixelX, mapPixelY);
                }
            }

            float[,] waterDistanceMap = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    int mapPixelX = Math.Max(0, Math.Min(mx + x - 2, WoodsFile.mapWidthValue));
                    int mapPixelY = Math.Max(0, Math.Min(my + y - 2, WoodsFile.mapHeightValue));
                    waterDistanceMap[x, y] = (float)Math.Sqrt(ImprovedWorldTerrain.MapDistanceSquaredFromWater[mapPixelY * WoodsFile.mapWidthValue + mapPixelX]);
                }
            }

            float[,] noiseHeightMultiplierMap = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    // interpolation multiplier taking near coast map pixels into account
                    // (multiply with 0 at coast line and 1 at interpolationEndDistanceFromWaterForNoiseScaleMultiplier)
                    float multFact = (Mathf.Min(interpolationEndDistanceFromWaterForNoiseScaleMultiplier, waterDistanceMap[x, y]) / interpolationEndDistanceFromWaterForNoiseScaleMultiplier);

                    // blend watermap with climatemap taking into account multFact
                    noiseHeightMultiplierMap[x, y] = waterMap[x, y] * climateMap[x, y] * multFact;
                }
            }

            float extraNoiseScaleBasedOnClimate = GetExtraNoiseScaleBasedOnClimate(mx, my);

            byte sDim = 4;
            NativeArray <float> baseHeightValueNativeArray = new NativeArray <float>(shm.Length, Allocator.TempJob);
            int i = 0;

            for (int y = 0; y < sDim; y++)
            {
                for (int x = 0; x < sDim; x++)
                {
                    baseHeightValueNativeArray[i++] = baseHeightValue[x, y];
                }
            }

            i = 0;
            NativeArray <float> noiseHeightMultiplierNativeArray = new NativeArray <float>(noiseHeightMultiplierMap.Length, Allocator.TempJob);

            for (int y = 0; y < sDim; y++)
            {
                for (int x = 0; x < sDim; x++)
                {
                    noiseHeightMultiplierNativeArray[i++] = noiseHeightMultiplierMap[x, y];
                }
            }

            // TODO - shortcut conversion & flattening.
            NativeArray <byte> lhmNativeArray = new NativeArray <byte>(lhm.Length, Allocator.TempJob);
            byte lDim = (byte)lhm.GetLength(0);

            i = 0;
            for (int y = 0; y < lDim; y++)
            {
                for (int x = 0; x < lDim; x++)
                {
                    lhmNativeArray[i++] = lhm[x, y];
                }
            }

            // Add the working native arrays to list for later disposal.
            mapPixel.nativeArrayList.Add(baseHeightValueNativeArray);
            mapPixel.nativeArrayList.Add(noiseHeightMultiplierNativeArray);
            mapPixel.nativeArrayList.Add(lhmNativeArray);

            // Extract height samples for all chunks
            int hDim = HeightmapDimension;
            GenerateSamplesJob generateSamplesJob = new GenerateSamplesJob
            {
                baseHeightValue          = baseHeightValueNativeArray,
                lhm                      = lhmNativeArray,
                noiseHeightMultiplierMap = noiseHeightMultiplierNativeArray,
                heightmapData            = mapPixel.heightmapData,
                sd               = sDim,
                ld               = lDim,
                hDim             = hDim,
                div              = div,
                mapPixelX        = mapPixel.mapPixelX,
                mapPixelY        = mapPixel.mapPixelY,
                maxTerrainHeight = MaxTerrainHeight,
                extraNoiseScaleBasedOnClimate = extraNoiseScaleBasedOnClimate,
            };

            JobHandle generateSamplesHandle = generateSamplesJob.Schedule(hDim * hDim, 64);     // Batch = 1 breaks it since shm not copied... test again later

            return(generateSamplesHandle);
        }
        /// <summary>
        /// Add Grass and other details on terrain.
        /// </summary>
        private void AddTerrainDetails(DaggerfallTerrain daggerTerrain, TerrainData terrainData)
        {
#if TEST_PERFORMANCE
            var stopwatch = new System.Diagnostics.Stopwatch();
            stopwatch.Start();
#endif

            UnityEngine.Random.InitState(TerrainHelper.MakeTerrainKey(daggerTerrain.MapPixelX, daggerTerrain.MapPixelY));

            // Terrain settings
            terrainData.SetDetailResolution(256, 8);
            terrainData.wavingGrassTint = Color.gray;
            Terrain terrain = daggerTerrain.gameObject.GetComponent <Terrain>();
            terrain.detailObjectDistance = options.DetailObjectDistance;
            terrain.detailObjectDensity  = options.DetailObjectDensity;

            // Get the current season and climate
            var          currentSeason = DaggerfallUnity.Instance.WorldTime.Now.SeasonValue;
            ClimateBases climate       = GetClimate(daggerTerrain.MapData.worldClimate);

            // Update detail layers
            Color32[] tilemap = daggerTerrain.TileMap;
            densityManager.InitDetailsLayers();
            switch (climate)
            {
            case ClimateBases.Temperate:
            case ClimateBases.Mountain:
            case ClimateBases.Swamp:
                if (currentSeason != DaggerfallDateTime.Seasons.Winter)
                {
                    detailPrototypesManager.UpdateClimateSummer(climate);
                    densityManager.SetDensitySummer(terrain, tilemap, climate);
                }
                else
                {
                    detailPrototypesManager.UpdateClimateWinter(climate);
                    densityManager.SetDensityWinter(terrain, tilemap, climate);
                }
                break;

            case ClimateBases.Desert:
                detailPrototypesManager.UpdateClimateDesert();
                densityManager.SetDensityDesert(tilemap);
                break;
            }

            // Assign detail prototypes to the terrain
            terrainData.detailPrototypes = detailPrototypesManager.DetailPrototypes;

            // Assign detail layers to the terrain
            terrainData.SetDetailLayer(0, 0, detailPrototypesManager.Grass, densityManager.Grass);
            if ((options.GrassStyle & GrassStyle.Mixed) == GrassStyle.Mixed && climate != ClimateBases.Desert)
            {
                terrainData.SetDetailLayer(0, 0, detailPrototypesManager.GrassDetails, densityManager.GrassDetails);
                terrainData.SetDetailLayer(0, 0, detailPrototypesManager.GrassAccents, densityManager.GrassAccents);
            }
            if (options.WaterPlants)
            {
                terrainData.SetDetailLayer(0, 0, detailPrototypesManager.WaterPlants, densityManager.WaterPlants);
            }
            if (options.TerrainStones)
            {
                terrainData.SetDetailLayer(0, 0, detailPrototypesManager.Rocks, densityManager.Rocks);
            }

#if TEST_PERFORMANCE
            stopwatch.Stop();
            Debug.LogFormat("RealGrass - Time elapsed: {0} ms.", stopwatch.Elapsed.Milliseconds);
#endif
        }
        public override void GenerateSamples(ref MapPixelData mapPixel)
        {
            //System.Diagnostics.Stopwatch stopwatch = System.Diagnostics.Stopwatch.StartNew();
            //long startTime = stopwatch.ElapsedMilliseconds;

            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            // Create samples arrays
            mapPixel.heightmapSamples = new float[HeightmapDimension, HeightmapDimension];

            // Divisor ensures continuous 0-1 range of tile samples
            float div = (float)(HeightmapDimension - 1) / 3f;

            // Read neighbouring height samples for this map pixel
            int mx = mapPixel.mapPixelX;
            int my = mapPixel.mapPixelY;

            // Seed random with terrain key
            UnityEngine.Random.InitState(TerrainHelper.MakeTerrainKey(mx, my));

            byte[,] shm = dfUnity.ContentReader.WoodsFileReader.GetHeightMapValuesRange(mx - 2, my - 2, 4);
            byte[,] lhm = dfUnity.ContentReader.WoodsFileReader.GetLargeHeightMapValuesRange(mx - 1, my, 3);

            float[,] baseHeightValue = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    int mapPixelX = Math.Max(0, Math.Min(mx + x - 2, WoodsFile.mapWidthValue));
                    int mapPixelY = Math.Max(0, Math.Min(my + y - 2, WoodsFile.mapHeightValue));

                    baseHeightValue[x, y] = shm[x, y] * ImprovedWorldTerrain.computeHeightMultiplier(mapPixelX, mapPixelY);
                }
            }

            float[,] waterMap = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    if (shm[x, y] <= 2) // mappixel is water
                    {
                        waterMap[x, y] = 0.0f;
                    }
                    else
                    {
                        waterMap[x, y] = 1.0f;
                    }
                }
            }

            float[,] climateMap = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    int mapPixelX = Math.Max(0, Math.Min(mx + x - 2, WoodsFile.mapWidthValue));
                    int mapPixelY = Math.Max(0, Math.Min(my + y - 2, WoodsFile.mapHeightValue));
                    climateMap[x, y] = GetNoiseMapScaleBasedOnClimate(mapPixelX, mapPixelY);
                }
            }

            float[,] waterDistanceMap = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    int mapPixelX = Math.Max(0, Math.Min(mx + x - 2, WoodsFile.mapWidthValue));
                    int mapPixelY = Math.Max(0, Math.Min(my + y - 2, WoodsFile.mapHeightValue));
                    waterDistanceMap[x, y] = (float)Math.Sqrt(ImprovedWorldTerrain.MapDistanceSquaredFromWater[mapPixelY * WoodsFile.mapWidthValue + mapPixelX]);
                }
            }

            float[,] noiseHeightMultiplierMap = new float[4, 4];
            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    // interpolation multiplier taking near coast map pixels into account
                    // (multiply with 0 at coast line and 1 at interpolationEndDistanceFromWaterForNoiseScaleMultiplier)
                    float multFact = (Mathf.Min(interpolationEndDistanceFromWaterForNoiseScaleMultiplier, waterDistanceMap[x, y]) / interpolationEndDistanceFromWaterForNoiseScaleMultiplier);

                    // blend watermap with climatemap taking into account multFact
                    noiseHeightMultiplierMap[x, y] = waterMap[x, y] * climateMap[x, y] * multFact;
                }
            }

            //float[,] noiseHeightMultiplierMap = new float[4, 4];
            //for (int y = 0; y < 4; y++)
            //{
            //    for (int x = 0; x < 4; x++)
            //    {
            //        int mapPixelX = Math.Max(0, Math.Min(mx + x - 2, WoodsFile.mapWidthValue));
            //        int mapPixelY = Math.Max(0, Math.Min(my + y - 2, WoodsFile.mapHeightValue));

            //        float climateValue = GetNoiseMapScaleBasedOnClimate(mapPixelX, mapPixelY);

            //        float waterDistance = (float)Math.Sqrt(ImprovedWorldTerrain.MapDistanceSquaredFromWater[mapPixelY * WoodsFile.mapWidthValue + mapPixelX]);

            //        float waterValue;
            //        if (shm[x, y] <= 2) // mappixel is water
            //            waterValue = 0.0f;
            //        else
            //            waterValue = 1.0f;

            //        // interpolation multiplier taking near coast map pixels into account
            //        // (multiply with 0 at coast line and 1 at interpolationEndDistanceFromWaterForNoiseScaleMultiplier)
            //        float multFact = (Mathf.Min(interpolationEndDistanceFromWaterForNoiseScaleMultiplier, waterDistance) / interpolationEndDistanceFromWaterForNoiseScaleMultiplier);

            //        // blend watermap with climatemap taking into account multFact
            //        noiseHeightMultiplierMap[x, y] = waterValue * climateValue * multFact;
            //    }
            //}

            //int numWorkerThreads = 0, completionPortThreads = 0;
            //int numMinWorkerThreads = 0, numMaxWorkerThreads = 0;
            //ThreadPool.GetAvailableThreads(out numWorkerThreads, out completionPortThreads);
            //ThreadPool.GetMinThreads(out numMinWorkerThreads, out completionPortThreads);
            //ThreadPool.GetMaxThreads(out numMaxWorkerThreads, out completionPortThreads);
            //Debug.Log(String.Format("available threads: {0}, numMinWorkerThreads: {1}, numMaxWorkerThreads: {2}", numWorkerThreads, numMinWorkerThreads, numMaxWorkerThreads));

            float extraNoiseScaleBasedOnClimate = GetExtraNoiseScaleBasedOnClimate(mx, my);

            // the number of parallel tasks (use logical processor count for now - seems to be a good value)
            int numParallelTasks = Environment.ProcessorCount;

            // events used to synchronize thread computations (wait for them to finish)
            var doneEvents = new ManualResetEvent[numParallelTasks];

            // the array of instances of the height computations helper class
            var heightsComputationTaskArray = new HeightsComputationTask[numParallelTasks];

            // array of the data needed by the different tasks
            var dataForTasks = new HeightsComputationTask.DataForTask[numParallelTasks];

            for (int i = 0; i < numParallelTasks; i++)
            {
                doneEvents[i] = new ManualResetEvent(false);
                var heightsComputationTask = new HeightsComputationTask(doneEvents[i]);
                heightsComputationTaskArray[i] = heightsComputationTask;
                dataForTasks[i]                               = new HeightsComputationTask.DataForTask();
                dataForTasks[i].numTasks                      = numParallelTasks;
                dataForTasks[i].currentTask                   = i;
                dataForTasks[i].HeightmapDimension            = HeightmapDimension;
                dataForTasks[i].MaxTerrainHeight              = MaxTerrainHeight;
                dataForTasks[i].div                           = div;
                dataForTasks[i].baseHeightValue               = baseHeightValue;
                dataForTasks[i].lhm                           = lhm;
                dataForTasks[i].noiseHeightMultiplierMap      = noiseHeightMultiplierMap;
                dataForTasks[i].extraNoiseScaleBasedOnClimate = extraNoiseScaleBasedOnClimate;
                dataForTasks[i].mapPixel                      = mapPixel;
                ThreadPool.QueueUserWorkItem(heightsComputationTask.ThreadProc, dataForTasks[i]);
            }

            // wait for all tasks to finish computation
            WaitHandle.WaitAll(doneEvents);

            // computed average and max height in a second pass (after threaded tasks computed all heights)
            float averageHeight = 0;
            float maxHeight     = float.MinValue;

            int dim = HeightmapDimension;

            for (int y = 0; y < dim; y++)
            {
                for (int x = 0; x < dim; x++)
                {
                    // get sample
                    float height = mapPixel.heightmapSamples[y, x];

                    // Accumulate average height
                    averageHeight += height;

                    // Get max height
                    if (height > maxHeight)
                    {
                        maxHeight = height;
                    }
                }
            }

            // Average and max heights are passed back for locations
            mapPixel.averageHeight = (averageHeight /= (float)(dim * dim));
            mapPixel.maxHeight     = maxHeight;

            //long totalTime = stopwatch.ElapsedMilliseconds - startTime;
            //DaggerfallUnity.LogMessage(string.Format("GenerateSamples took: {0}ms", totalTime), true);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// initializes resources (mapDistanceSquaredFromWater, mapDistanceSquaredFromLocations, mapMultipliers) and smoothes small height map
        /// </summary>
        public static void InitImprovedWorldTerrain(ContentReader contentReader)
        {
            if (!init)
            {
                #if CREATE_PERSISTENT_LOCATION_RANGE_MAPS
                {
                    int width  = WoodsFile.mapWidthValue;
                    int height = WoodsFile.mapHeightValue;

                    mapLocationRangeX = new byte[width * height];
                    mapLocationRangeY = new byte[width * height];

                    //int y = 204;
                    //int x = 718;
                    for (int y = 0; y < height; y++)
                    {
                        for (int x = 0; x < width; x++)
                        {
                            //MapPixelData MapData = TerrainHelper.GetMapPixelData(contentReader, x, y);
                            //if (MapData.hasLocation)
                            //{
                            //    int locationRangeX = (int)MapData.locationRect.xMax - (int)MapData.locationRect.xMin;
                            //    int locationRangeY = (int)MapData.locationRect.yMax - (int)MapData.locationRect.yMin;
                            //}

                            ContentReader.MapSummary mapSummary;
                            int  regionIndex = -1, mapIndex = -1;
                            bool hasLocation = contentReader.HasLocation(x, y, out mapSummary);
                            if (hasLocation)
                            {
                                regionIndex = mapSummary.RegionIndex;
                                mapIndex    = mapSummary.MapIndex;
                                DFLocation location       = contentReader.MapFileReader.GetLocation(regionIndex, mapIndex);
                                byte       locationRangeX = location.Exterior.ExteriorData.Width;
                                byte       locationRangeY = location.Exterior.ExteriorData.Height;

                                mapLocationRangeX[y * width + x] = locationRangeX;
                                mapLocationRangeY[y * width + x] = locationRangeY;
                            }
                        }
                    }

                    // save to files
                    FileStream ostream;
                    ostream = new FileStream(Path.Combine(Application.dataPath, out_filepathMapLocationRangeX), FileMode.Create, FileAccess.Write);
                    BinaryWriter writerMapLocationRangeX = new BinaryWriter(ostream, Encoding.UTF8);
                    writerMapLocationRangeX.Write(mapLocationRangeX, 0, width * height);
                    writerMapLocationRangeX.Close();
                    ostream.Close();

                    ostream = new FileStream(Path.Combine(Application.dataPath, out_filepathMapLocationRangeY), FileMode.Create, FileAccess.Write);
                    BinaryWriter writerMapLocationRangeY = new BinaryWriter(ostream, Encoding.UTF8);
                    writerMapLocationRangeY.Write(mapLocationRangeY, 0, width * height);
                    writerMapLocationRangeY.Close();
                    ostream.Close();
                }
                #else
                {
                    int width  = WoodsFile.mapWidthValue;
                    int height = WoodsFile.mapHeightValue;

                    mapLocationRangeX = new byte[width * height];
                    mapLocationRangeY = new byte[width * height];

                    MemoryStream istream;
                    TextAsset    assetMapLocationRangeX = Resources.Load <TextAsset>(filenameMapLocationRangeX);
                    if (assetMapLocationRangeX != null)
                    {
                        istream = new MemoryStream(assetMapLocationRangeX.bytes);
                        BinaryReader readerMapLocationRangeX = new BinaryReader(istream, Encoding.UTF8);
                        readerMapLocationRangeX.Read(mapLocationRangeX, 0, width * height);
                        readerMapLocationRangeX.Close();
                        istream.Close();
                    }

                    TextAsset assetMapLocationRangeY = Resources.Load <TextAsset>(filenameMapLocationRangeY);
                    if (assetMapLocationRangeY)
                    {
                        istream = new MemoryStream(assetMapLocationRangeY.bytes);
                        BinaryReader readerMapLocationRangeY = new BinaryReader(istream, Encoding.UTF8);
                        readerMapLocationRangeY.Read(mapLocationRangeY, 0, width * height);
                        readerMapLocationRangeY.Close();
                        istream.Close();
                    }

                    //FileStream istream;
                    //istream = new FileStream(filepathMapLocationRangeX, FileMode.Open, FileAccess.Read);
                    //BinaryReader readerMapLocationRangeX = new BinaryReader(istream, Encoding.UTF8);
                    //readerMapLocationRangeX.Read(mapLocationRangeX, 0, width * height);
                    //readerMapLocationRangeX.Close();
                    //istream.Close();

                    //istream = new FileStream(filepathMapLocationRangeY, FileMode.Open, FileAccess.Read);
                    //BinaryReader readerMapLocationRangeY = new BinaryReader(istream, Encoding.UTF8);
                    //readerMapLocationRangeY.Read(mapLocationRangeY, 0, width * height);
                    //readerMapLocationRangeY.Close();
                    //istream.Close();
                }
                #endif

                if (mapDistanceSquaredFromWater == null)
                {
                    byte[] heightMapArray = contentReader.WoodsFileReader.Buffer.Clone() as byte[];
                    int    width          = WoodsFile.mapWidthValue;
                    int    height         = WoodsFile.mapHeightValue;
                    for (int y = 0; y < height; y++)
                    {
                        for (int x = 0; x < width; x++)
                        {
                            if (heightMapArray[y * width + x] <= 2)
                            {
                                heightMapArray[y * width + x] = 1;
                            }
                            else
                            {
                                heightMapArray[y * width + x] = 0;
                            }
                        }
                    }
                    //now set image borders to "water" (this is a workaround to prevent mountains to become too high in north-east and south-east edge of map)
                    for (int y = 0; y < height; y++)
                    {
                        heightMapArray[y * width + 0]         = 1;
                        heightMapArray[y * width + width - 1] = 1;
                    }
                    for (int x = 0; x < width; x++)
                    {
                        heightMapArray[0 * width + x]            = 1;
                        heightMapArray[(height - 1) * width + x] = 1;
                    }

                    mapDistanceSquaredFromWater = imageDistanceTransform(heightMapArray, width, height, 1);

                    heightMapArray = null;
                }

                if (mapDistanceSquaredFromLocations == null)
                {
                    int width  = WoodsFile.mapWidthValue;
                    int height = WoodsFile.mapHeightValue;
                    mapLocations = new byte[width * height];

                    for (int y = 0; y < height; y++)
                    {
                        for (int x = 0; x < width; x++)
                        {
                            ContentReader.MapSummary summary;
                            if (contentReader.HasLocation(x + 1, y + 1, out summary))
                            {
                                mapLocations[y * width + x] = 1;
                            }
                            else
                            {
                                mapLocations[y * width + x] = 0;
                            }
                        }
                    }
                    mapDistanceSquaredFromLocations = imageDistanceTransform(mapLocations, width, height, 1);
                }

                if (mapMultipliers == null)
                {
                    int width  = WoodsFile.mapWidthValue;
                    int height = WoodsFile.mapHeightValue;
                    mapMultipliers = new float[width * height];

                    // compute the multiplier and store it in mapMultipliers
                    for (int y = 0; y < height; y++)
                    {
                        for (int x = 0; x < width; x++)
                        {
                            float distanceFromWater    = (float)Math.Sqrt(mapDistanceSquaredFromWater[y * WoodsFile.mapWidthValue + x]);
                            float distanceFromLocation = (float)Math.Sqrt(mapDistanceSquaredFromLocations[y * WoodsFile.mapWidthValue + x]);
                            float multiplierLocation   = (distanceFromLocation * extraExaggerationFactorLocationDistance + 1.0f); // terrain distant from location gets extra exaggeration
                            if (distanceFromWater < minDistanceFromWaterForExtraExaggeration)                                     // except if it is near water
                            {
                                multiplierLocation = 1.0f;
                            }

                            // Seed random with terrain key
                            UnityEngine.Random.InitState(TerrainHelper.MakeTerrainKey(x, y));

                            float additionalHeightBasedOnClimate = GetAdditionalHeightBasedOnClimate(x, y);
                            float additionalHeightApplied        = UnityEngine.Random.Range(-additionalHeightBasedOnClimate * 0.5f, additionalHeightBasedOnClimate);
                            mapMultipliers[y * width + x] = (Math.Min(maxHeightsExaggerationMultiplier, additionalHeightApplied + /*multiplierLocation **/ Math.Max(1.0f, distanceFromWater * exaggerationFactorWaterDistance)));
                        }
                    }

                    // multipliedMap gets smoothed
                    float[] newmapMultipliers = mapMultipliers.Clone() as float[];
                    float[,] weights = { { 0.0625f, 0.125f, 0.0625f }, { 0.125f, 0.25f, 0.125f }, { 0.0625f, 0.125f, 0.0625f } };
                    for (int y = 1; y < height - 1; y++)
                    {
                        for (int x = 1; x < width - 1; x++)
                        {
                            if (mapDistanceSquaredFromLocations[y * width + x] <= 2) // at and around locations ( <= 2 ... only map pixels in 8-connected neighborhood (distanceFromLocationMaps stores squared distances...))
                            {
                                newmapMultipliers[y * width + x] =
                                    weights[0, 0] * mapMultipliers[(y - 1) * width + (x - 1)] + weights[0, 1] * mapMultipliers[(y - 1) * width + (x)] + weights[0, 2] * mapMultipliers[(y - 1) * width + (x + 1)] +
                                    weights[1, 0] * mapMultipliers[(y - 0) * width + (x - 1)] + weights[1, 1] * mapMultipliers[(y - 0) * width + (x)] + weights[1, 2] * mapMultipliers[(y - 0) * width + (x + 1)] +
                                    weights[2, 0] * mapMultipliers[(y + 1) * width + (x - 1)] + weights[2, 1] * mapMultipliers[(y + 1) * width + (x)] + weights[2, 2] * mapMultipliers[(y + 1) * width + (x + 1)];
                            }
                        }
                    }
                    mapMultipliers = newmapMultipliers;

                    newmapMultipliers = null;
                    weights           = null;
                }

                //the height map gets smoothed as well
                {
                    int    width           = WoodsFile.mapWidthValue;
                    int    height          = WoodsFile.mapHeightValue;
                    byte[] heightMapBuffer = contentReader.WoodsFileReader.Buffer.Clone() as byte[];
                    int[,] intWeights = { { 1, 2, 1 }, { 2, 4, 2 }, { 1, 2, 1 } };
                    for (int y = 1; y < height - 1; y++)
                    {
                        for (int x = 1; x < width - 1; x++)
                        {
                            if (mapDistanceSquaredFromWater[y * width + x] > 0) // check if squared distance from water is greater than zero -> if it is no water pixel
                            {
                                int value =
                                    intWeights[0, 0] * (int)heightMapBuffer[(y - 1) * width + (x - 1)] + intWeights[0, 1] * (int)heightMapBuffer[(y - 1) * width + (x)] + intWeights[0, 2] * (int)heightMapBuffer[(y - 1) * width + (x + 1)] +
                                    intWeights[1, 0] * (int)heightMapBuffer[(y - 0) * width + (x - 1)] + intWeights[1, 1] * (int)heightMapBuffer[(y - 0) * width + (x)] + intWeights[1, 2] * (int)heightMapBuffer[(y - 0) * width + (x + 1)] +
                                    intWeights[2, 0] * (int)heightMapBuffer[(y + 1) * width + (x - 1)] + intWeights[2, 1] * (int)heightMapBuffer[(y + 1) * width + (x)] + intWeights[2, 2] * (int)heightMapBuffer[(y + 1) * width + (x + 1)];

                                heightMapBuffer[y * width + x] = (byte)(value / 16);
                            }
                        }
                    }
                    contentReader.WoodsFileReader.Buffer = heightMapBuffer;

                    heightMapBuffer = null;
                    intWeights      = null;
                }

                // build tree coverage map
                if (mapTreeCoverage == null)
                {
                    int width  = WoodsFile.mapWidthValue;
                    int height = WoodsFile.mapHeightValue;
                    mapTreeCoverage = new byte[width * height];

                    #if !LOAD_TREE_COVERAGE_MAP
                    {
                        float startTreeCoverageAtElevation = ImprovedTerrainSampler.baseHeightScale * 2.0f; // ImprovedTerrainSampler.scaledBeachElevation;
                        float minTreeCoverageSaturated     = ImprovedTerrainSampler.baseHeightScale * 6.0f;
                        float maxTreeCoverageSaturated     = ImprovedTerrainSampler.baseHeightScale * 60.0f;
                        float endTreeCoverageAtElevation   = ImprovedTerrainSampler.baseHeightScale * 80.0f;
                        //float maxElevation = 0.0f;
                        for (int y = 0; y < height; y++)
                        {
                            for (int x = 0; x < width; x++)
                            {
                                int   readIndex = (height - 1 - y) * width + x;
                                float w         = 0.0f;

                                //float elevation = ((float)contentReader.WoodsFileReader.Buffer[(height - 1 - y) * width + x]) / 255.0f; // *mapMultipliers[index];
                                float elevation = ((float)contentReader.WoodsFileReader.Buffer[readIndex]) * mapMultipliers[readIndex];

                                //maxElevation = Math.Max(maxElevation, elevation);
                                if ((elevation > minTreeCoverageSaturated) && (elevation < maxTreeCoverageSaturated))
                                {
                                    w = 1.0f;
                                }
                                else if ((elevation >= startTreeCoverageAtElevation) && (elevation <= minTreeCoverageSaturated))
                                {
                                    w = (elevation - startTreeCoverageAtElevation) / (minTreeCoverageSaturated - startTreeCoverageAtElevation);
                                }
                                else if ((elevation >= maxTreeCoverageSaturated) && (elevation <= endTreeCoverageAtElevation))
                                {
                                    w = 1.0f - ((elevation - maxTreeCoverageSaturated) / (endTreeCoverageAtElevation - maxTreeCoverageSaturated));
                                }

                                //w = 0.65f * w + 0.35f * Math.Min(6.0f, (float)Math.Sqrt(mapDistanceSquaredFromLocations[y * width + x])) / 6.0f;

                                mapTreeCoverage[(y) * width + x] = Convert.ToByte(w * 255.0f);

                                //if (elevation>0.05f)
                                //    mapTreeCoverage[index] = Convert.ToByte(250); //w * 255.0f);
                                //else mapTreeCoverage[index] = Convert.ToByte(0);

                                //if (elevation >= startTreeCoverageAtElevation)
                                //{
                                //    mapTreeCoverage[(y) * width + x] = Convert.ToByte(255.0f);
                                //} else{
                                //    mapTreeCoverage[(y) * width + x] = Convert.ToByte(0.0f);
                                //}
                            }
                        }
                    }
                    #else
                    {
                        MemoryStream istream;
                        TextAsset    assetMapTreeCoverage = Resources.Load <TextAsset>(filenameTreeCoverageMap);
                        if (assetMapTreeCoverage)
                        {
                            istream = new MemoryStream(assetMapTreeCoverage.bytes);
                            BinaryReader readerMapTreeCoverage = new BinaryReader(istream, Encoding.UTF8);
                            readerMapTreeCoverage.Read(mapTreeCoverage, 0, width * height);
                            readerMapTreeCoverage.Close();
                            istream.Close();
                        }
                    }
                    #endif

                    #if CREATE_PERSISTENT_TREE_COVERAGE_MAP
                    {
                        FileStream   ostream = new FileStream(Path.Combine(Application.dataPath, out_filepathOutTreeCoverageMap), FileMode.Create, FileAccess.Write);
                        BinaryWriter writerMapTreeCoverage = new BinaryWriter(ostream, Encoding.UTF8);
                        writerMapTreeCoverage.Write(mapTreeCoverage, 0, width * height);
                        writerMapTreeCoverage.Close();
                        ostream.Close();
                    }
                    #endif
                    //Debug.Log(string.Format("max elevation: {0}", maxElevation));
                }

                init = true;
            }
        }