Performance fix + SAO factorization
[oweals/minetest.git] / src / mapgen_flat.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_flat.h"
41
42
43 FlagDesc flagdesc_mapgen_flat[] = {
44         {"lakes", MGFLAT_LAKES},
45         {"hills", MGFLAT_HILLS},
46         {NULL,    0}
47 };
48
49 ///////////////////////////////////////////////////////////////////////////////////////
50
51
52 MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
53         : MapgenBasic(mapgenid, params, emerge)
54 {
55         this->spflags          = params->spflags;
56         this->ground_level     = params->ground_level;
57         this->large_cave_depth = params->large_cave_depth;
58         this->cave_width       = params->cave_width;
59         this->lake_threshold   = params->lake_threshold;
60         this->lake_steepness   = params->lake_steepness;
61         this->hill_threshold   = params->hill_threshold;
62         this->hill_steepness   = params->hill_steepness;
63
64         //// 2D noise
65         noise_terrain      = new Noise(&params->np_terrain,      seed, csize.X, csize.Z);
66         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
67
68         MapgenBasic::np_cave1 = params->np_cave1;
69         MapgenBasic::np_cave2 = params->np_cave2;
70 }
71
72
73 MapgenFlat::~MapgenFlat()
74 {
75         delete noise_terrain;
76         delete noise_filler_depth;
77 }
78
79
80 MapgenFlatParams::MapgenFlatParams()
81 {
82         spflags          = 0;
83         ground_level     = 8;
84         large_cave_depth = -33;
85         cave_width       = 0.09;
86         lake_threshold   = -0.45;
87         lake_steepness   = 48.0;
88         hill_threshold   = 0.45;
89         hill_steepness   = 64.0;
90
91         np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
92         np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
93         np_cave1        = NoiseParams(0, 12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0);
94         np_cave2        = NoiseParams(0, 12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0);
95 }
96
97
98 void MapgenFlatParams::readParams(const Settings *settings)
99 {
100         settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
101         settings->getS16NoEx("mgflat_ground_level",     ground_level);
102         settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
103         settings->getFloatNoEx("mgflat_cave_width",     cave_width);
104         settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
105         settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
106         settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
107         settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
108
109         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
110         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
111         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
112         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
113 }
114
115
116 void MapgenFlatParams::writeParams(Settings *settings) const
117 {
118         settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
119         settings->setS16("mgflat_ground_level",     ground_level);
120         settings->setS16("mgflat_large_cave_depth", large_cave_depth);
121         settings->setFloat("mgflat_cave_width",     cave_width);
122         settings->setFloat("mgflat_lake_threshold", lake_threshold);
123         settings->setFloat("mgflat_lake_steepness", lake_steepness);
124         settings->setFloat("mgflat_hill_threshold", hill_threshold);
125         settings->setFloat("mgflat_hill_steepness", hill_steepness);
126
127         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
128         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
129         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
130         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
131 }
132
133
134 /////////////////////////////////////////////////////////////////
135
136
137 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
138 {
139         s16 level_at_point = ground_level;
140         float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
141
142         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
143                 level_at_point = ground_level -
144                         (lake_threshold - n_terrain) * lake_steepness;
145         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
146                 level_at_point = ground_level +
147                         (n_terrain - hill_threshold) * hill_steepness;
148         }
149
150         if (ground_level < water_level)  // Ocean world, allow spawn in water
151                 return MYMAX(level_at_point, water_level);
152         else if (level_at_point > water_level)
153                 return level_at_point;  // Spawn on land
154         else
155                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
156 }
157
158
159 void MapgenFlat::makeChunk(BlockMakeData *data)
160 {
161         // Pre-conditions
162         assert(data->vmanip);
163         assert(data->nodedef);
164         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
165                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
166                 data->blockpos_requested.Z >= data->blockpos_min.Z);
167         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
168                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
169                 data->blockpos_requested.Z <= data->blockpos_max.Z);
170
171         this->generating = true;
172         this->vm   = data->vmanip;
173         this->ndef = data->nodedef;
174         //TimeTaker t("makeChunk");
175
176         v3s16 blockpos_min = data->blockpos_min;
177         v3s16 blockpos_max = data->blockpos_max;
178         node_min = blockpos_min * MAP_BLOCKSIZE;
179         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
180         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
181         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
182
183         blockseed = getBlockSeed2(full_node_min, seed);
184
185         // Generate base terrain, mountains, and ridges with initial heightmaps
186         s16 stone_surface_max_y = generateTerrain();
187
188         // Create heightmap
189         updateHeightmap(node_min, node_max);
190
191         // Init biome generator, place biome-specific nodes, and build biomemap
192         biomegen->calcBiomeNoise(node_min);
193         MgStoneType stone_type = generateBiomes();
194
195         if (flags & MG_CAVES)
196                 generateCaves(stone_surface_max_y, large_cave_depth);
197
198         if (flags & MG_DUNGEONS)
199                 generateDungeons(stone_surface_max_y, stone_type);
200
201         // Generate the registered decorations
202         if (flags & MG_DECORATIONS)
203                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
204
205         // Generate the registered ores
206         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
207
208         // Sprinkle some dust on top after everything else was generated
209         dustTopNodes();
210
211         //printf("makeChunk: %dms\n", t.stop());
212
213         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
214
215         if (flags & MG_LIGHT)
216                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
217                         full_node_min, full_node_max);
218
219         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
220         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
221
222         this->generating = false;
223 }
224
225
226 s16 MapgenFlat::generateTerrain()
227 {
228         MapNode n_air(CONTENT_AIR);
229         MapNode n_stone(c_stone);
230         MapNode n_water(c_water_source);
231
232         v3s16 em = vm->m_area.getExtent();
233         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
234         u32 ni2d = 0;
235
236         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
237         if (use_noise)
238                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
239
240         for (s16 z = node_min.Z; z <= node_max.Z; z++)
241         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
242                 s16 stone_level = ground_level;
243                 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
244
245                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
246                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
247                         stone_level = ground_level - depress;
248                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
249                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
250                         stone_level = ground_level + rise;
251                 }
252
253                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
254                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
255                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
256                                 if (y <= stone_level) {
257                                         vm->m_data[vi] = n_stone;
258                                         if (y > stone_surface_max_y)
259                                                 stone_surface_max_y = y;
260                                 } else if (y <= water_level) {
261                                         vm->m_data[vi] = n_water;
262                                 } else {
263                                         vm->m_data[vi] = n_air;
264                                 }
265                         }
266                         vm->m_area.add_y(em, vi, 1);
267                 }
268         }
269
270         return stone_surface_max_y;
271 }