Performance fix + SAO factorization
[oweals/minetest.git] / src / mapgen_fractal.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_fractal.h"
41
42
43 FlagDesc flagdesc_mapgen_fractal[] = {
44         {NULL,    0}
45 };
46
47 ///////////////////////////////////////////////////////////////////////////////////////
48
49
50 MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge)
51         : MapgenBasic(mapgenid, params, emerge)
52 {
53         this->spflags    = params->spflags;
54         this->cave_width = params->cave_width;
55         this->fractal    = params->fractal;
56         this->iterations = params->iterations;
57         this->scale      = params->scale;
58         this->offset     = params->offset;
59         this->slice_w    = params->slice_w;
60         this->julia_x    = params->julia_x;
61         this->julia_y    = params->julia_y;
62         this->julia_z    = params->julia_z;
63         this->julia_w    = params->julia_w;
64
65         //// 2D terrain noise
66         noise_seabed       = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
67         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
68
69         MapgenBasic::np_cave1 = params->np_cave1;
70         MapgenBasic::np_cave2 = params->np_cave2;
71
72         this->formula = fractal / 2 + fractal % 2;
73         this->julia   = fractal % 2 == 0;
74 }
75
76
77 MapgenFractal::~MapgenFractal()
78 {
79         delete noise_seabed;
80         delete noise_filler_depth;
81 }
82
83
84 MapgenFractalParams::MapgenFractalParams()
85 {
86         spflags    = 0;
87         cave_width = 0.09;
88         fractal    = 1;
89         iterations = 11;
90         scale      = v3f(4096.0, 1024.0, 4096.0);
91         offset     = v3f(1.79, 0.0, 0.0);
92         slice_w    = 0.0;
93         julia_x    = 0.33;
94         julia_y    = 0.33;
95         julia_z    = 0.33;
96         julia_w    = 0.33;
97
98         np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
99         np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
100         np_cave1        = NoiseParams(0,   12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0);
101         np_cave2        = NoiseParams(0,   12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0);
102 }
103
104
105 void MapgenFractalParams::readParams(const Settings *settings)
106 {
107         settings->getFlagStrNoEx("mgfractal_spflags",  spflags, flagdesc_mapgen_fractal);
108         settings->getFloatNoEx("mgfractal_cave_width", cave_width);
109         settings->getU16NoEx("mgfractal_fractal",      fractal);
110         settings->getU16NoEx("mgfractal_iterations",   iterations);
111         settings->getV3FNoEx("mgfractal_scale",        scale);
112         settings->getV3FNoEx("mgfractal_offset",       offset);
113         settings->getFloatNoEx("mgfractal_slice_w",    slice_w);
114         settings->getFloatNoEx("mgfractal_julia_x",    julia_x);
115         settings->getFloatNoEx("mgfractal_julia_y",    julia_y);
116         settings->getFloatNoEx("mgfractal_julia_z",    julia_z);
117         settings->getFloatNoEx("mgfractal_julia_w",    julia_w);
118
119         settings->getNoiseParams("mgfractal_np_seabed",       np_seabed);
120         settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
121         settings->getNoiseParams("mgfractal_np_cave1",        np_cave1);
122         settings->getNoiseParams("mgfractal_np_cave2",        np_cave2);
123 }
124
125
126 void MapgenFractalParams::writeParams(Settings *settings) const
127 {
128         settings->setFlagStr("mgfractal_spflags",  spflags, flagdesc_mapgen_fractal, U32_MAX);
129         settings->setFloat("mgfractal_cave_width", cave_width);
130         settings->setU16("mgfractal_fractal",      fractal);
131         settings->setU16("mgfractal_iterations",   iterations);
132         settings->setV3F("mgfractal_scale",        scale);
133         settings->setV3F("mgfractal_offset",       offset);
134         settings->setFloat("mgfractal_slice_w",    slice_w);
135         settings->setFloat("mgfractal_julia_x",    julia_x);
136         settings->setFloat("mgfractal_julia_y",    julia_y);
137         settings->setFloat("mgfractal_julia_z",    julia_z);
138         settings->setFloat("mgfractal_julia_w",    julia_w);
139
140         settings->setNoiseParams("mgfractal_np_seabed",       np_seabed);
141         settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
142         settings->setNoiseParams("mgfractal_np_cave1",        np_cave1);
143         settings->setNoiseParams("mgfractal_np_cave2",        np_cave2);
144 }
145
146
147 /////////////////////////////////////////////////////////////////
148
149
150 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
151 {
152         bool solid_below = false;  // Dry solid node is present below to spawn on
153         u8 air_count = 0;  // Consecutive air nodes above the dry solid node
154         s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
155         // Seabed can rise above water_level or might be raised to create dry land
156         s16 search_start = MYMAX(seabed_level, water_level + 1);
157         if (seabed_level > water_level)
158                 solid_below = true;
159
160         for (s16 y = search_start; y <= search_start + 128; y++) {
161                 if (getFractalAtPoint(p.X, y, p.Y)) {  // Fractal node
162                         solid_below = true;
163                         air_count = 0;
164                 } else if (solid_below) {  // Air above solid node
165                         air_count++;
166                         if (air_count == 2)
167                                 return y - 2;
168                 }
169         }
170
171         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
172 }
173
174
175 void MapgenFractal::makeChunk(BlockMakeData *data)
176 {
177         // Pre-conditions
178         assert(data->vmanip);
179         assert(data->nodedef);
180         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
181                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
182                 data->blockpos_requested.Z >= data->blockpos_min.Z);
183         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
184                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
185                 data->blockpos_requested.Z <= data->blockpos_max.Z);
186
187         this->generating = true;
188         this->vm   = data->vmanip;
189         this->ndef = data->nodedef;
190         //TimeTaker t("makeChunk");
191
192         v3s16 blockpos_min = data->blockpos_min;
193         v3s16 blockpos_max = data->blockpos_max;
194         node_min = blockpos_min * MAP_BLOCKSIZE;
195         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
196         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
197         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
198
199         blockseed = getBlockSeed2(full_node_min, seed);
200
201         // Generate base terrain, mountains, and ridges with initial heightmaps
202         s16 stone_surface_max_y = generateTerrain();
203
204         // Create heightmap
205         updateHeightmap(node_min, node_max);
206
207         // Init biome generator, place biome-specific nodes, and build biomemap
208         biomegen->calcBiomeNoise(node_min);
209         MgStoneType stone_type = generateBiomes();
210
211         if (flags & MG_CAVES)
212                 generateCaves(stone_surface_max_y, MGFRACTAL_LARGE_CAVE_DEPTH);
213
214         if (flags & MG_DUNGEONS)
215                 generateDungeons(stone_surface_max_y, stone_type);
216
217         // Generate the registered decorations
218         if (flags & MG_DECORATIONS)
219                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
220
221         // Generate the registered ores
222         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
223
224         // Sprinkle some dust on top after everything else was generated
225         dustTopNodes();
226
227         //printf("makeChunk: %dms\n", t.stop());
228
229         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
230
231         if (flags & MG_LIGHT)
232                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
233                         full_node_min, full_node_max);
234
235         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
236         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
237
238         this->generating = false;
239 }
240
241
242 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
243 {
244         float cx, cy, cz, cw, ox, oy, oz, ow;
245
246         if (julia) {  // Julia set
247                 cx = julia_x;
248                 cy = julia_y;
249                 cz = julia_z;
250                 cw = julia_w;
251                 ox = (float)x / scale.X - offset.X;
252                 oy = (float)y / scale.Y - offset.Y;
253                 oz = (float)z / scale.Z - offset.Z;
254                 ow = slice_w;
255         } else {  // Mandelbrot set
256                 cx = (float)x / scale.X - offset.X;
257                 cy = (float)y / scale.Y - offset.Y;
258                 cz = (float)z / scale.Z - offset.Z;
259                 cw = slice_w;
260                 ox = 0.0f;
261                 oy = 0.0f;
262                 oz = 0.0f;
263                 ow = 0.0f;
264         }
265
266         float nx = 0.0f;
267         float ny = 0.0f;
268         float nz = 0.0f;
269         float nw = 0.0f;
270
271         for (u16 iter = 0; iter < iterations; iter++) {
272
273                 if (formula == 1) {  // 4D "Roundy"
274                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
275                         ny = 2.0f * (ox * oy + oz * ow) + cy;
276                         nz = 2.0f * (ox * oz + oy * ow) + cz;
277                         nw = 2.0f * (ox * ow + oy * oz) + cw;
278                 } else if (formula == 2) {  // 4D "Squarry"
279                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
280                         ny = 2.0f * (ox * oy + oz * ow) + cy;
281                         nz = 2.0f * (ox * oz + oy * ow) + cz;
282                         nw = 2.0f * (ox * ow - oy * oz) + cw;
283                 } else if (formula == 3) {  // 4D "Mandy Cousin"
284                         nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
285                         ny = 2.0f * (ox * oy + oz * ow) + cy;
286                         nz = 2.0f * (ox * oz + oy * ow) + cz;
287                         nw = 2.0f * (ox * ow + oy * oz) + cw;
288                 } else if (formula == 4) {  // 4D "Variation"
289                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
290                         ny = 2.0f * (ox * oy + oz * ow) + cy;
291                         nz = 2.0f * (ox * oz - oy * ow) + cz;
292                         nw = 2.0f * (ox * ow + oy * oz) + cw;
293                 } else if (formula == 5) {  // 3D "Mandelbrot/Mandelbar"
294                         nx = ox * ox - oy * oy - oz * oz + cx;
295                         ny = 2.0f * ox * oy + cy;
296                         nz = -2.0f * ox * oz + cz;
297                 } else if (formula == 6) {  // 3D "Christmas Tree"
298                         // Altering the formula here is necessary to avoid division by zero
299                         if (fabs(oz) < 0.000000001f) {
300                                 nx = ox * ox - oy * oy - oz * oz + cx;
301                                 ny = 2.0f * oy * ox + cy;
302                                 nz = 4.0f * oz * ox + cz;
303                         } else {
304                                 float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
305                                 nx = ox * ox - oy * oy - oz * oz + cx;
306                                 ny = a * (oy * oy - oz * oz) + cy;
307                                 nz = a * 2.0f * oy * oz + cz;
308                         }
309                 } else if (formula == 7) {  // 3D "Mandelbulb"
310                         if (fabs(oy) < 0.000000001f) {
311                                 nx = ox * ox - oz * oz + cx;
312                                 ny = cy;
313                                 nz = -2.0f * oz * sqrt(ox * ox) + cz;
314                         } else {
315                                 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
316                                 nx = (ox * ox - oy * oy) * a + cx;
317                                 ny = 2.0f * ox * oy * a + cy;
318                                 nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
319                         }
320                 } else if (formula == 8) {  // 3D "Cosine Mandelbulb"
321                         if (fabs(oy) < 0.000000001f) {
322                                 nx = 2.0f * ox * oz + cx;
323                                 ny = 4.0f * oy * oz + cy;
324                                 nz = oz * oz - ox * ox - oy * oy + cz;
325                         } else {
326                                 float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
327                                 nx = (ox * ox - oy * oy) * a + cx;
328                                 ny = 2.0f * ox * oy * a + cy;
329                                 nz = oz * oz - ox * ox - oy * oy + cz;
330                         }
331                 } else if (formula == 9) {  // 4D "Mandelbulb"
332                         float rxy = sqrt(ox * ox + oy * oy);
333                         float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
334                         if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
335                                 nx = (ox * ox - oy * oy) + cx;
336                                 ny = 2.0f * ox * oy + cy;
337                                 nz = -2.0f * rxy * oz + cz;
338                                 nw = 2.0f * rxyz * ow + cw;
339                         } else {
340                                 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
341                                 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
342                                 nx = (ox * ox - oy * oy) * b + cx;
343                                 ny = 2.0f * ox * oy * b + cy;
344                                 nz = -2.0f * rxy * oz * a + cz;
345                                 nw = 2.0f * rxyz * ow + cw;
346                         }
347                 }
348
349                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
350                         return false;
351
352                 ox = nx;
353                 oy = ny;
354                 oz = nz;
355                 ow = nw;
356         }
357
358         return true;
359 }
360
361
362 s16 MapgenFractal::generateTerrain()
363 {
364         MapNode n_air(CONTENT_AIR);
365         MapNode n_stone(c_stone);
366         MapNode n_water(c_water_source);
367
368         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
369         u32 index2d = 0;
370
371         noise_seabed->perlinMap2D(node_min.X, node_min.Z);
372
373         for (s16 z = node_min.Z; z <= node_max.Z; z++) {
374                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
375                         u32 vi = vm->m_area.index(node_min.X, y, z);
376                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
377                                 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
378                                         s16 seabed_height = noise_seabed->result[index2d];
379
380                                         if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
381                                                 vm->m_data[vi] = n_stone;
382                                                 if (y > stone_surface_max_y)
383                                                         stone_surface_max_y = y;
384                                         } else if (y <= water_level) {
385                                                 vm->m_data[vi] = n_water;
386                                         } else {
387                                                 vm->m_data[vi] = n_air;
388                                         }
389                                 }
390                         }
391                         index2d -= ystride;
392                 }
393                 index2d += ystride;
394         }
395
396         return stone_surface_max_y;
397 }