Normalize() public static method

public static Normalize ( float map ) : void
map float
return void
Ejemplo n.º 1
0
        private void GenerateHeightmap()
        {
            ReportProgress(10, "Heightmap: Priming");
            heightmap = new float[args.MapWidth, args.MapLength];

            noise.PerlinNoise(heightmap, args.FeatureScale, args.DetailScale, args.Roughness, 0, 0);

            if (args.UseBias && !args.DelayBias)
            {
                ReportProgress(2, "Heightmap: Biasing");
                Noise.Normalize(heightmap);
                ApplyBias();
            }

            Noise.Normalize(heightmap);

            if (args.LayeredHeightmap)
            {
                ReportProgress(10, "Heightmap: Layering");

                // needs a new Noise object to randomize second map
                float[,] heightmap2 = new float[args.MapWidth, args.MapLength];
                new Noise(rand.Next(), NoiseInterpolationMode.Bicubic).PerlinNoise(heightmap2, 0, args.DetailScale,
                                                                                   args.Roughness, 0, 0);
                Noise.Normalize(heightmap2);

                // make a blendmap
                blendmap = new float[args.MapWidth, args.MapLength];
                int blendmapDetailSize = (int)Math.Log(Math.Max(args.MapWidth, args.MapLength), 2) - 2;
                new Noise(rand.Next(), NoiseInterpolationMode.Cosine).PerlinNoise(blendmap, 3, blendmapDetailSize, 0.5f,
                                                                                  0, 0);
                Noise.Normalize(blendmap);
                float cliffSteepness = Math.Max(args.MapWidth, args.MapLength) / 6f;
                Noise.ScaleAndClip(blendmap, cliffSteepness);

                Noise.Blend(heightmap, heightmap2, blendmap);
            }

            if (args.MarbledHeightmap)
            {
                ReportProgress(1, "Heightmap: Marbling");
                Noise.Marble(heightmap);
            }

            if (args.InvertHeightmap)
            {
                ReportProgress(1, "Heightmap: Inverting");
                Noise.Invert(heightmap);
            }

            if (args.UseBias && args.DelayBias)
            {
                ReportProgress(2, "Heightmap: Biasing");
                Noise.Normalize(heightmap);
                ApplyBias();
            }
            Noise.Normalize(heightmap);
        }
Ejemplo n.º 2
0
        public Map GenerateMap()
        {
            Map map = new Map(null, args.MapWidth, args.MapLength, args.MapHeight, true);

            // Match water coverage
            float desiredWaterLevel = .5f;

            if (args.MatchWaterCoverage)
            {
                ReportProgress(2, "Heightmap Processing: Matching water coverage");
                desiredWaterLevel = Noise.FindThreshold(heightmap, args.WaterCoverage);
            }

            // Calculate above/below water multipliers
            float aboveWaterMultiplier = 0;

            if (desiredWaterLevel != 1)
            {
                aboveWaterMultiplier = (args.MaxHeight / (1 - desiredWaterLevel));
            }

            // Apply power functions to above/below water parts of the heightmap
            if (args.BelowFuncExponent != 1 || args.AboveFuncExponent != 1)
            {
                ReportProgress(5, "Heightmap Processing: Adjusting slope");
                for (int x = heightmap.GetLength(0) - 1; x >= 0; x--)
                {
                    for (int y = heightmap.GetLength(1) - 1; y >= 0; y--)
                    {
                        if (heightmap[x, y] < desiredWaterLevel)
                        {
                            float normalizedDepth = 1 - heightmap[x, y] / desiredWaterLevel;
                            heightmap[x, y] = desiredWaterLevel - ( float )Math.Pow(normalizedDepth, args.BelowFuncExponent) * desiredWaterLevel;
                        }
                        else
                        {
                            float normalizedHeight = (heightmap[x, y] - desiredWaterLevel) / (1 - desiredWaterLevel);
                            heightmap[x, y] = desiredWaterLevel + ( float )Math.Pow(normalizedHeight, args.AboveFuncExponent) * (1 - desiredWaterLevel);
                        }
                    }
                }
            }

            // Calculate the slope
            if (args.CliffSmoothing)
            {
                ReportProgress(2, "Heightmap Processing: Smoothing");
                slopemap = Noise.CalculateSlope(Noise.GaussianBlur5X5(heightmap));
            }
            else
            {
                slopemap = Noise.CalculateSlope(heightmap);
            }

            float[,] altmap = null;
            if (args.MaxHeightVariation != 0 || args.MaxDepthVariation != 0)
            {
                ReportProgress(5, "Heightmap Processing: Randomizing");
                altmap = new float[map.Width, map.Length];
                int blendmapDetailSize = ( int )Math.Log(Math.Max(args.MapWidth, args.MapLength), 2) - 2;
                new Noise(rand.Next(), NoiseInterpolationMode.Cosine).PerlinNoise(altmap, 3, blendmapDetailSize, 0.5f, 0, 0);
                Noise.Normalize(altmap, -1, 1);
            }

            int snowStartThreshold = args.SnowAltitude - args.SnowTransition;
            int snowThreshold      = args.SnowAltitude;

            ReportProgress(10, "Filling");
            for (int x = heightmap.GetLength(0) - 1; x >= 0; x--)
            {
                for (int y = heightmap.GetLength(1) - 1; y >= 0; y--)
                {
                    int   level;
                    float slope;
                    if (heightmap[x, y] < desiredWaterLevel)
                    {
                        float depth = args.MaxDepth;
                        if (altmap != null)
                        {
                            depth += altmap[x, y] * args.MaxDepthVariation;
                        }
                        slope = slopemap[x, y] * depth;
                        level = args.WaterLevel - ( int )Math.Round(Math.Pow(1 - heightmap[x, y] / desiredWaterLevel, args.BelowFuncExponent) * depth);

                        if (args.AddWater)
                        {
                            if (args.WaterLevel - level > 3)
                            {
                                map.SetBlock(x, y, args.WaterLevel, bDeepWaterSurface);
                            }
                            else
                            {
                                map.SetBlock(x, y, args.WaterLevel, bWaterSurface);
                            }
                            for (int i = args.WaterLevel; i > level; i--)
                            {
                                map.SetBlock(x, y, i, bWater);
                            }
                            for (int i = level; i >= 0; i--)
                            {
                                if (level - i < SeaFloorThickness)
                                {
                                    map.SetBlock(x, y, i, bSeaFloor);
                                }
                                else
                                {
                                    map.SetBlock(x, y, i, bBedrock);
                                }
                            }
                        }
                        else
                        {
                            if (blendmap != null && blendmap[x, y] > .25 && blendmap[x, y] < .75)
                            {
                                map.SetBlock(x, y, level, bCliff);
                            }
                            else
                            {
                                if (slope < args.CliffThreshold)
                                {
                                    map.SetBlock(x, y, level, bGroundSurface);
                                }
                                else
                                {
                                    map.SetBlock(x, y, level, bCliff);
                                }
                            }

                            for (int i = level - 1; i >= 0; i--)
                            {
                                if (level - i < groundThickness)
                                {
                                    if (blendmap != null && blendmap[x, y] > CliffsideBlockThreshold && blendmap[x, y] < (1 - CliffsideBlockThreshold))
                                    {
                                        map.SetBlock(x, y, i, bCliff);
                                    }
                                    else
                                    {
                                        if (slope < args.CliffThreshold)
                                        {
                                            map.SetBlock(x, y, i, bGround);
                                        }
                                        else
                                        {
                                            map.SetBlock(x, y, i, bCliff);
                                        }
                                    }
                                }
                                else
                                {
                                    map.SetBlock(x, y, i, bBedrock);
                                }
                            }
                        }
                    }
                    else
                    {
                        float height;
                        if (altmap != null)
                        {
                            height = args.MaxHeight + altmap[x, y] * args.MaxHeightVariation;
                        }
                        else
                        {
                            height = args.MaxHeight;
                        }
                        slope = slopemap[x, y] * height;
                        if (height != 0)
                        {
                            level = args.WaterLevel + ( int )Math.Round(Math.Pow(heightmap[x, y] - desiredWaterLevel, args.AboveFuncExponent) * aboveWaterMultiplier / args.MaxHeight * height);
                        }
                        else
                        {
                            level = args.WaterLevel;
                        }

                        bool snow = args.AddSnow &&
                                    (level > snowThreshold ||
                                     (level > snowStartThreshold && rand.NextDouble() < (level - snowStartThreshold) / ( double )(snowThreshold - snowStartThreshold)));

                        if (blendmap != null && blendmap[x, y] > .25 && blendmap[x, y] < .75)
                        {
                            map.SetBlock(x, y, level, bCliff);
                        }
                        else
                        {
                            if (slope < args.CliffThreshold)
                            {
                                map.SetBlock(x, y, level, (snow ? Block.White : bGroundSurface));
                            }
                            else
                            {
                                map.SetBlock(x, y, level, bCliff);
                            }
                        }

                        for (int i = level - 1; i >= 0; i--)
                        {
                            if (level - i < groundThickness)
                            {
                                if (blendmap != null && blendmap[x, y] > CliffsideBlockThreshold && blendmap[x, y] < (1 - CliffsideBlockThreshold))
                                {
                                    map.SetBlock(x, y, i, bCliff);
                                }
                                else
                                {
                                    if (slope < args.CliffThreshold)
                                    {
                                        if (snow)
                                        {
                                            map.SetBlock(x, y, i, Block.White);
                                        }
                                        else
                                        {
                                            map.SetBlock(x, y, i, bGround);
                                        }
                                    }
                                    else
                                    {
                                        map.SetBlock(x, y, i, bCliff);
                                    }
                                }
                            }
                            else
                            {
                                map.SetBlock(x, y, i, bBedrock);
                            }
                        }
                    }
                }
            }

            if (args.AddCaves || args.AddOre)
            {
                AddCaves(map);
            }

            if (args.AddBeaches)
            {
                ReportProgress(5, "Processing: Adding beaches");
                AddBeaches(map);
            }

            if (args.AddIgloos)
            {
                //GenerateIgloos( map );
            }

            if (args.AddTrees)
            {
                ReportProgress(5, "Processing: Planting trees");
                if (args.AddGiantTrees)
                {
                    Map outMap = new Map(null, map.Width, map.Length, map.Height, false)
                    {
                        Blocks = ( byte[] )map.Blocks.Clone()
                    };
                    var foresterArgs = new ForesterArgs {
                        Map       = map,
                        Rand      = rand,
                        TreeCount = ( int )(map.Width * map.Length * 4 / (1024f * (args.TreeSpacingMax + args.TreeSpacingMin) / 2)),
                        Operation = Forester.ForesterOperation.Add,
                        PlantOn   = bGroundSurface
                    };
                    foresterArgs.BlockPlacing += (sender, e) => outMap.SetBlock(e.Coordinate, e.Block);
                    Forester.Generate(foresterArgs);
                    map = outMap;
                }
                GenerateTrees(map);
            }

            ReportProgress(0, "Generation complete");

            map.Metadata["_Origin", "GeneratorName"]    = "fCraft";
            map.Metadata["_Origin", "GeneratorVersion"] = Updater.CurrentRelease.VersionString;
            map.Metadata["_Origin", "GeneratorParams"]  = args.Serialize().ToString(SaveOptions.DisableFormatting);
            return(map);
        }
Ejemplo n.º 3
0
        public Map GenerateMap()
        {
            Map map = new Map(null, args.WidthX, args.WidthY, args.Height, true);


            // Match water coverage
            float desiredWaterLevel = .5f;

            if (args.MatchWaterCoverage)
            {
                ReportProgress(2, "Heightmap Processing: Matching water coverage");
                desiredWaterLevel = MatchWaterCoverage(heightmap, args.WaterCoverage);
            }


            // Calculate above/below water multipliers
            float aboveWaterMultiplier = 0;

            if (desiredWaterLevel != 1)
            {
                aboveWaterMultiplier = (args.MaxHeight / (1 - desiredWaterLevel));
            }


            // Apply power functions to above/below water parts of the heightmap
            if (args.BelowFuncExponent != 1 || args.AboveFuncExponent != 1)
            {
                ReportProgress(5, "Heightmap Processing: Adjusting slope");
                for (int x = heightmap.GetLength(0) - 1; x >= 0; x--)
                {
                    for (int y = heightmap.GetLength(1) - 1; y >= 0; y--)
                    {
                        if (heightmap[x, y] < desiredWaterLevel)
                        {
                            float normalizedDepth = 1 - heightmap[x, y] / desiredWaterLevel;
                            heightmap[x, y] = desiredWaterLevel - (float)Math.Pow(normalizedDepth, args.BelowFuncExponent) * desiredWaterLevel;
                        }
                        else
                        {
                            float normalizedHeight = (heightmap[x, y] - desiredWaterLevel) / (1 - desiredWaterLevel);
                            heightmap[x, y] = desiredWaterLevel + (float)Math.Pow(normalizedHeight, args.AboveFuncExponent) * (1 - desiredWaterLevel);
                        }
                    }
                }
            }

            // Calculate the slope
            if (args.CliffSmoothing)
            {
                ReportProgress(2, "Heightmap Processing: Smoothing");
                slopemap = Noise.CalculateSlope(Noise.GaussianBlur5X5(heightmap));
            }
            else
            {
                slopemap = Noise.CalculateSlope(heightmap);
            }

            int   level;
            float slope;

            /* draw heightmap visually (DEBUG)
             *
             *
             * float underWaterMultiplier = 0;
             * if( desiredWaterLevel != 0 ) {
             *  underWaterMultiplier = (float)(args.maxDepth / desiredWaterLevel);
             * }
             *
             * for( int x = heightmap.GetLength( 0 ) - 1; x >= 0; x-- ) {
             *  for( int y = heightmap.GetLength( 1 ) - 1; y >= 0; y-- ) {
             *      if( heightmap[x, y] < desiredWaterLevel ) {
             *          slope = slopemap[x, y] * args.maxDepth;
             *          level = args.waterLevel - (int)Math.Round( (desiredWaterLevel - heightmap[x, y]) * underWaterMultiplier );
             *      } else {
             *          slope = slopemap[x, y] * args.maxHeight;
             *          level = args.waterLevel + (int)Math.Round( (heightmap[x, y] - desiredWaterLevel) * aboveWaterMultiplier );
             *      }
             *      Block block;
             *      if( slope < .12 ) {
             *          block = Block.Green;
             *      } else if( slope < .24 ) {
             *          block = Block.Lime;
             *      } else if( slope < .36 ) {
             *          block = Block.Yellow;
             *      } else if( slope < .48 ) {
             *          block = Block.Orange;
             *      } else if( slope < .6 ) {
             *          block = Block.Red;
             *      } else {
             *          block = Block.Black;
             *      }
             *      for( int i = level; i >= 0; i-- ) {
             *          map.SetBlock( x, y, i, block );
             *      }
             *  }
             * }*/


            float[,] altmap = null;
            if (args.MaxHeightVariation != 0 || args.MaxDepthVariation != 0)
            {
                ReportProgress(5, "Heightmap Processing: Randomizing");
                altmap = new float[map.WidthX, map.WidthY];
                int blendmapDetailSize = (int)Math.Log(Math.Max(args.WidthX, args.WidthY), 2) - 2;
                new Noise(rand.Next(), NoiseInterpolationMode.Cosine).PerlinNoise2D(altmap, 3, blendmapDetailSize, 0.5f, 0, 0);
                Noise.Normalize(altmap, -1, 1);
            }

            int snowStartThreshold = args.SnowAltitude - args.SnowTransition;
            int snowThreshold      = args.SnowAltitude;

            ReportProgress(10, "Filling");
            for (int x = heightmap.GetLength(0) - 1; x >= 0; x--)
            {
                for (int y = heightmap.GetLength(1) - 1; y >= 0; y--)
                {
                    if (heightmap[x, y] < desiredWaterLevel)
                    {
                        float depth = args.MaxDepth;
                        if (altmap != null)
                        {
                            depth += altmap[x, y] * args.MaxDepthVariation;
                        }
                        slope = slopemap[x, y] * depth;
                        level = args.WaterLevel - (int)Math.Round(Math.Pow(1 - heightmap[x, y] / desiredWaterLevel, args.BelowFuncExponent) * depth);

                        if (args.AddWater)
                        {
                            if (args.WaterLevel - level > 3)
                            {
                                map.SetBlock(x, y, args.WaterLevel, bDeepWaterSurface);
                            }
                            else
                            {
                                map.SetBlock(x, y, args.WaterLevel, bWaterSurface);
                            }
                            for (int i = args.WaterLevel; i > level; i--)
                            {
                                map.SetBlock(x, y, i, bWater);
                            }
                            for (int i = level; i >= 0; i--)
                            {
                                if (level - i < SeaFloorThickness)
                                {
                                    map.SetBlock(x, y, i, bSeaFloor);
                                }
                                else
                                {
                                    map.SetBlock(x, y, i, bBedrock);
                                }
                            }
                        }
                        else
                        {
                            if (blendmap != null && blendmap[x, y] > .25 && blendmap[x, y] < .75)
                            {
                                map.SetBlock(x, y, level, bCliff);
                            }
                            else
                            {
                                if (slope < args.CliffThreshold)
                                {
                                    map.SetBlock(x, y, level, bGroundSurface);
                                }
                                else
                                {
                                    map.SetBlock(x, y, level, bCliff);
                                }
                            }

                            for (int i = level - 1; i >= 0; i--)
                            {
                                if (level - i < groundThickness)
                                {
                                    if (blendmap != null && blendmap[x, y] > CliffsideBlockThreshold && blendmap[x, y] < (1 - CliffsideBlockThreshold))
                                    {
                                        map.SetBlock(x, y, i, bCliff);
                                    }
                                    else
                                    {
                                        if (slope < args.CliffThreshold)
                                        {
                                            map.SetBlock(x, y, i, bGround);
                                        }
                                        else
                                        {
                                            map.SetBlock(x, y, i, bCliff);
                                        }
                                    }
                                }
                                else
                                {
                                    map.SetBlock(x, y, i, bBedrock);
                                }
                            }
                        }
                    }
                    else
                    {
                        float height = (args.MaxHeightVariation != 0 ? (args.MaxHeight + altmap[x, y] * args.MaxHeightVariation) : args.MaxHeight);
                        slope = slopemap[x, y] * height;
                        if (height != 0)
                        {
                            level = args.WaterLevel + (int)Math.Round(Math.Pow(heightmap[x, y] - desiredWaterLevel, args.AboveFuncExponent) * aboveWaterMultiplier / args.MaxHeight * height);
                        }
                        else
                        {
                            level = args.WaterLevel;
                        }

                        bool snow = args.AddSnow &&
                                    (level > snowThreshold ||
                                     (level > snowStartThreshold && rand.NextDouble() < (level - snowStartThreshold) / (double)(snowThreshold - snowStartThreshold)));

                        if (blendmap != null && blendmap[x, y] > .25 && blendmap[x, y] < .75)
                        {
                            map.SetBlock(x, y, level, bCliff);
                        }
                        else
                        {
                            if (slope < args.CliffThreshold)
                            {
                                map.SetBlock(x, y, level, (snow ? Block.White : bGroundSurface));
                            }
                            else
                            {
                                map.SetBlock(x, y, level, bCliff);
                            }
                        }

                        for (int i = level - 1; i >= 0; i--)
                        {
                            if (level - i < groundThickness)
                            {
                                if (blendmap != null && blendmap[x, y] > CliffsideBlockThreshold && blendmap[x, y] < (1 - CliffsideBlockThreshold))
                                {
                                    map.SetBlock(x, y, i, bCliff);
                                }
                                else
                                {
                                    if (slope < args.CliffThreshold)
                                    {
                                        if (snow)
                                        {
                                            map.SetBlock(x, y, i, Block.White);
                                        }
                                        else
                                        {
                                            map.SetBlock(x, y, i, bGround);
                                        }
                                    }
                                    else
                                    {
                                        map.SetBlock(x, y, i, bCliff);
                                    }
                                }
                            }
                            else
                            {
                                map.SetBlock(x, y, i, bBedrock);
                            }
                        }
                    }
                }
            }

            if (args.AddCaves || args.AddOre)
            {
                AddCaves(map);
            }

            if (args.AddBeaches)
            {
                ReportProgress(5, "Processing: Adding beaches");
                AddBeaches(map);
            }

            if (args.AddTrees)
            {
                ReportProgress(5, "Processing: Planting trees");
                Map outMap = new Map(null, map.WidthX, map.WidthY, map.Height, false)
                {
                    Blocks = (byte[])map.Blocks.Clone()
                };

                Forester treeGen = new Forester(new ForesterArgs {
                    InMap              = map,
                    OutMap             = outMap,
                    Rand               = rand,
                    TreeCount          = (int)(map.WidthX * map.WidthY * 4 / (1024f * (args.TreeSpacingMax + args.TreeSpacingMin) / 2)),
                    Operation          = Forester.ForesterOperation.Add,
                    GroundSurfaceBlock = bGroundSurface
                });
                treeGen.Generate();
                map = outMap;

                GenerateTrees(map);
            }

            ReportProgress(0, "Generation complete");
            map.ResetSpawn();

            map.SetMeta("_Origin", "GeneratorName", "fCraft");
            map.SetMeta("_Origin", "GeneratorVersion", Updater.CurrentRelease.VersionString);
            map.SetMeta("_Origin", "GeneratorParams", args.Serialize().ToString(SaveOptions.DisableFormatting));
            return(map);
        }
Ejemplo n.º 4
0
        Map GenerateMap()
        {
            Map map = new Map(null, genParams.MapWidth, genParams.MapLength, genParams.MapHeight, true);

            theme = genParams.Theme;

            // scale features vertically based on map height
            double verticalScale = (genParams.MapHeight / 96.0) / 2 + 0.5;

            maxHeightScaled    = (int)Math.Round(genParams.MaxHeight * verticalScale);
            maxDepthScaled     = (int)Math.Round(genParams.MaxDepth * verticalScale);
            snowAltitudeScaled = (int)Math.Round(genParams.SnowAltitude * verticalScale);

            // Match water coverage
            float desiredWaterLevel = .5f;

            if (genParams.MatchWaterCoverage)
            {
                ReportRelativeProgress(2, "Heightmap Processing: Matching water coverage");
                // find a number between 0 and 1 ("desiredWaterLevel") for the heightmap such that
                // the fraction of heightmap coordinates ("blocks") that are below this threshold ("underwater")
                // match the specified WaterCoverage
                desiredWaterLevel = Noise.FindThreshold(heightmap, genParams.WaterCoverage);
            }


            // Calculate above/below water multipliers
            float aboveWaterMultiplier = 0;

            if (desiredWaterLevel < 1)
            {
                aboveWaterMultiplier = (maxHeightScaled / (1 - desiredWaterLevel));
            }


            // Apply power functions to above/below water parts of the heightmap
            if (Math.Abs(genParams.BelowFuncExponent - 1) > float.Epsilon ||
                Math.Abs(genParams.AboveFuncExponent - 1) > float.Epsilon)
            {
                ReportRelativeProgress(5, "Heightmap Processing: Adjusting slope");
                for (int x = heightmap.GetLength(0) - 1; x >= 0; x--)
                {
                    for (int y = heightmap.GetLength(1) - 1; y >= 0; y--)
                    {
                        if (heightmap[x, y] < desiredWaterLevel)
                        {
                            float normalizedDepth = 1 - heightmap[x, y] / desiredWaterLevel;
                            heightmap[x, y] = desiredWaterLevel -
                                              (float)Math.Pow(normalizedDepth, genParams.BelowFuncExponent) *
                                              desiredWaterLevel;
                        }
                        else
                        {
                            float normalizedHeight = (heightmap[x, y] - desiredWaterLevel) / (1 - desiredWaterLevel);
                            heightmap[x, y] = desiredWaterLevel +
                                              (float)Math.Pow(normalizedHeight, genParams.AboveFuncExponent) *
                                              (1 - desiredWaterLevel);
                        }
                    }
                }
            }

            // Calculate the slope
            if (genParams.CliffSmoothing)
            {
                ReportRelativeProgress(2, "Heightmap Processing: Smoothing");
                slopemap = Noise.CalculateSlope(Noise.GaussianBlur5X5(heightmap));
            }
            else
            {
                slopemap = Noise.CalculateSlope(heightmap);
            }

            // Randomize max height/depth
            float[,] altmap = null;
            if (genParams.MaxHeightVariation != 0 || genParams.MaxDepthVariation != 0)
            {
                ReportRelativeProgress(5, "Heightmap Processing: Randomizing");
                altmap = new float[map.Width, map.Length];
                int blendmapDetailSize = (int)Math.Log(Math.Max(genParams.MapWidth, genParams.MapLength), 2) - 2;
                new Noise(rand.Next(), NoiseInterpolationMode.Cosine)
                .PerlinNoise(altmap, Math.Min(blendmapDetailSize, 3), blendmapDetailSize,
                             0.5f, 0, 0);
                Noise.Normalize(altmap, -1, 1);
            }

            int snowStartThreshold = snowAltitudeScaled - genParams.SnowTransition;
            int snowThreshold      = snowAltitudeScaled;

            ReportRelativeProgress(10, "Filling");
            if (theme.AirBlock != Block.Air)
            {
                map.Blocks.MemSet((byte)theme.AirBlock);
            }
            for (int x = heightmap.GetLength(0) - 1; x >= 0; x--)
            {
                for (int y = heightmap.GetLength(1) - 1; y >= 0; y--)
                {
                    int   level;
                    float slope;
                    if (heightmap[x, y] < desiredWaterLevel)
                    {
                        // for blocks below "sea level"
                        float depth = maxDepthScaled;
                        if (altmap != null)
                        {
                            depth += altmap[x, y] * genParams.MaxDepthVariation;
                        }
                        slope = slopemap[x, y] * depth;
                        level = genParams.WaterLevel - (int)Math.Round(Math.Pow(1 - heightmap[x, y] / desiredWaterLevel, genParams.BelowFuncExponent) * depth);

                        if (genParams.AddWater)
                        {
                            if (genParams.WaterLevel - level > 3)
                            {
                                map.SetBlock(x, y, genParams.WaterLevel, theme.DeepWaterSurfaceBlock);
                            }
                            else
                            {
                                map.SetBlock(x, y, genParams.WaterLevel, theme.WaterSurfaceBlock);
                            }
                            for (int i = genParams.WaterLevel; i > level; i--)
                            {
                                map.SetBlock(x, y, i, theme.WaterBlock);
                            }
                            for (int i = level; i >= 0; i--)
                            {
                                if (level - i < theme.SeaFloorThickness)
                                {
                                    map.SetBlock(x, y, i, theme.SeaFloorBlock);
                                }
                                else
                                {
                                    map.SetBlock(x, y, i, theme.BedrockBlock);
                                }
                            }
                        }
                        else
                        {
                            if (blendmap != null && blendmap[x, y] > .25 && blendmap[x, y] < .75)
                            {
                                map.SetBlock(x, y, level, theme.CliffBlock);
                            }
                            else
                            {
                                if (slope < genParams.CliffThreshold)
                                {
                                    map.SetBlock(x, y, level, theme.GroundSurfaceBlock);
                                }
                                else
                                {
                                    map.SetBlock(x, y, level, theme.CliffBlock);
                                }
                            }

                            for (int i = level - 1; i >= 0; i--)
                            {
                                if (level - i < theme.GroundThickness)
                                {
                                    if (blendmap != null && blendmap[x, y] > CliffsideBlockThreshold && blendmap[x, y] < (1 - CliffsideBlockThreshold))
                                    {
                                        map.SetBlock(x, y, i, theme.CliffBlock);
                                    }
                                    else
                                    {
                                        if (slope < genParams.CliffThreshold)
                                        {
                                            map.SetBlock(x, y, i, theme.GroundBlock);
                                        }
                                        else
                                        {
                                            map.SetBlock(x, y, i, theme.CliffBlock);
                                        }
                                    }
                                }
                                else
                                {
                                    map.SetBlock(x, y, i, theme.BedrockBlock);
                                }
                            }
                        }
                    }
                    else
                    {
                        // for blocks above "sea level"
                        float height;
                        if (altmap != null)
                        {
                            height = maxHeightScaled + altmap[x, y] * genParams.MaxHeightVariation;
                        }
                        else
                        {
                            height = maxHeightScaled;
                        }
                        slope = slopemap[x, y] * height;
                        if (height != 0)
                        {
                            level = genParams.WaterLevel +
                                    (int)Math.Round(Math.Pow(heightmap[x, y] - desiredWaterLevel, genParams.AboveFuncExponent) *
                                                    aboveWaterMultiplier / maxHeightScaled * height);
                        }
                        else
                        {
                            level = genParams.WaterLevel;
                        }

                        bool snow = genParams.AddSnow &&
                                    (level > snowThreshold ||
                                     (level > snowStartThreshold && rand.NextDouble() < (level - snowStartThreshold) / (double)(snowThreshold - snowStartThreshold)));

                        if (blendmap != null && blendmap[x, y] > .25 && blendmap[x, y] < .75)
                        {
                            map.SetBlock(x, y, level, theme.CliffBlock);
                        }
                        else
                        {
                            if (slope < genParams.CliffThreshold)
                            {
                                map.SetBlock(x, y, level, (snow ? theme.SnowBlock : theme.GroundSurfaceBlock));
                            }
                            else
                            {
                                map.SetBlock(x, y, level, theme.CliffBlock);
                            }
                        }

                        for (int i = level - 1; i >= 0; i--)
                        {
                            if (level - i < theme.GroundThickness)
                            {
                                if (blendmap != null && blendmap[x, y] > CliffsideBlockThreshold && blendmap[x, y] < (1 - CliffsideBlockThreshold))
                                {
                                    map.SetBlock(x, y, i, theme.CliffBlock);
                                }
                                else
                                {
                                    if (slope < genParams.CliffThreshold)
                                    {
                                        if (snow)
                                        {
                                            map.SetBlock(x, y, i, theme.SnowBlock);
                                        }
                                        else
                                        {
                                            map.SetBlock(x, y, i, theme.GroundBlock);
                                        }
                                    }
                                    else
                                    {
                                        map.SetBlock(x, y, i, theme.CliffBlock);
                                    }
                                }
                            }
                            else
                            {
                                map.SetBlock(x, y, i, theme.BedrockBlock);
                            }
                        }
                    }
                }
            }

            if (genParams.AddCaves || genParams.AddOre)
            {
                AddCaves(map);
            }

            if (genParams.AddBeaches)
            {
                ReportRelativeProgress(5, "Processing: Adding beaches");
                AddBeaches(map);
            }

            if (genParams.AddTrees)
            {
                ReportRelativeProgress(5, "Processing: Planting trees");
                if (genParams.AddGiantTrees)
                {
                    Map outMap = new Map(null, map.Width, map.Length, map.Height, false)
                    {
                        Blocks = (byte[])map.Blocks.Clone()
                    };
                    var foresterArgs = new ForesterArgs {
                        Map       = map,
                        Rand      = rand,
                        TreeCount = (int)(map.Width * map.Length * 4 / (1024f * (genParams.TreeSpacingMax + genParams.TreeSpacingMin) / 2)),
                        Operation = Forester.ForesterOperation.Add,
                        PlantOn   = theme.GroundSurfaceBlock
                    };
                    foresterArgs.BlockPlacing += (sender, e) => outMap.SetBlock(e.Coordinate, e.Block);
                    Forester.Generate(foresterArgs);
                    map = outMap;
                }
                GenerateTrees(map);
            }

            if (genParams.AddFloodBarrier)
            {
                MakeFloodBarrier(map);
            }
            return(map);
        }