3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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.
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.
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.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 #include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_fractal.h"
43 FlagDesc flagdesc_mapgen_fractal[] = {
44 {"julia", MGFRACTAL_JULIA},
48 ///////////////////////////////////////////////////////////////////////////////////////
51 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52 : Mapgen(mapgenid, params, emerge)
54 this->m_emerge = emerge;
55 this->bmgr = emerge->biomemgr;
57 //// amount of elements to skip for the next index
58 //// for noise/height/biome maps (not vmanip)
59 this->ystride = csize.X;
60 this->zstride = csize.X * (csize.Y + 2);
62 this->biomemap = new u8[csize.X * csize.Z];
63 this->heightmap = new s16[csize.X * csize.Z];
65 this->humidmap = NULL;
67 MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
68 this->spflags = sp->spflags;
70 this->formula = sp->formula;
72 this->m_iterations = sp->m_iterations;
73 this->m_scale = sp->m_scale;
74 this->m_offset = sp->m_offset;
75 this->m_slice_w = sp->m_slice_w;
77 this->j_iterations = sp->j_iterations;
78 this->j_scale = sp->j_scale;
79 this->j_offset = sp->j_offset;
80 this->j_slice_w = sp->j_slice_w;
81 this->julia_x = sp->julia_x;
82 this->julia_y = sp->julia_y;
83 this->julia_z = sp->julia_z;
84 this->julia_w = sp->julia_w;
87 noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
88 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
91 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
92 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
95 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
96 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
97 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
98 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
100 //// Resolve nodes to be used
101 INodeDefManager *ndef = emerge->ndef;
103 c_stone = ndef->getId("mapgen_stone");
104 c_water_source = ndef->getId("mapgen_water_source");
105 c_lava_source = ndef->getId("mapgen_lava_source");
106 c_desert_stone = ndef->getId("mapgen_desert_stone");
107 c_ice = ndef->getId("mapgen_ice");
108 c_sandstone = ndef->getId("mapgen_sandstone");
110 c_cobble = ndef->getId("mapgen_cobble");
111 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
112 c_mossycobble = ndef->getId("mapgen_mossycobble");
113 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
114 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
116 if (c_ice == CONTENT_IGNORE)
118 if (c_mossycobble == CONTENT_IGNORE)
119 c_mossycobble = c_cobble;
120 if (c_stair_cobble == CONTENT_IGNORE)
121 c_stair_cobble = c_cobble;
122 if (c_sandstonebrick == CONTENT_IGNORE)
123 c_sandstonebrick = c_sandstone;
124 if (c_stair_sandstonebrick == CONTENT_IGNORE)
125 c_stair_sandstonebrick = c_sandstone;
129 MapgenFractal::~MapgenFractal()
132 delete noise_filler_depth;
137 delete noise_humidity;
138 delete noise_heat_blend;
139 delete noise_humidity_blend;
146 MapgenFractalParams::MapgenFractalParams()
152 m_iterations = 9; // Mandelbrot set only
153 m_scale = v3f(1024.0, 256.0, 1024.0);
154 m_offset = v3f(1.75, 0.0, 0.0);
157 j_iterations = 9; // Julia set only
158 j_scale = v3f(2048.0, 512.0, 2048.0);
159 j_offset = v3f(0.0, 1.0, 0.0);
166 np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
167 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
168 np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
169 np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
173 void MapgenFractalParams::readParams(const Settings *settings)
175 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
177 settings->getU16NoEx("mgfractal_formula", formula);
179 settings->getU16NoEx("mgfractal_m_iterations", m_iterations);
180 settings->getV3FNoEx("mgfractal_m_scale", m_scale);
181 settings->getV3FNoEx("mgfractal_m_offset", m_offset);
182 settings->getFloatNoEx("mgfractal_m_slice_w", m_slice_w);
184 settings->getU16NoEx("mgfractal_j_iterations", j_iterations);
185 settings->getV3FNoEx("mgfractal_j_scale", j_scale);
186 settings->getV3FNoEx("mgfractal_j_offset", j_offset);
187 settings->getFloatNoEx("mgfractal_j_slice_w", j_slice_w);
188 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
189 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
190 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
191 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
193 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
194 settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
195 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
196 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
200 void MapgenFractalParams::writeParams(Settings *settings) const
202 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
204 settings->setU16("mgfractal_formula", formula);
206 settings->setU16("mgfractal_m_iterations", m_iterations);
207 settings->setV3F("mgfractal_m_scale", m_scale);
208 settings->setV3F("mgfractal_m_offset", m_offset);
209 settings->setFloat("mgfractal_m_slice_w", m_slice_w);
211 settings->setU16("mgfractal_j_iterations", j_iterations);
212 settings->setV3F("mgfractal_j_scale", j_scale);
213 settings->setV3F("mgfractal_j_offset", j_offset);
214 settings->setFloat("mgfractal_j_slice_w", j_slice_w);
215 settings->setFloat("mgfractal_julia_x", julia_x);
216 settings->setFloat("mgfractal_julia_y", julia_y);
217 settings->setFloat("mgfractal_julia_z", julia_z);
218 settings->setFloat("mgfractal_julia_w", julia_w);
220 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
221 settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
222 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
223 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
227 /////////////////////////////////////////////////////////////////
230 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
232 s16 search_start = 128;
233 s16 search_end = -128;
235 for (s16 y = search_start; y >= search_end; y--) {
236 if (getFractalAtPoint(p.X, y, p.Y))
240 return -MAX_MAP_GENERATION_LIMIT;
244 void MapgenFractal::makeChunk(BlockMakeData *data)
247 assert(data->vmanip);
248 assert(data->nodedef);
249 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
250 data->blockpos_requested.Y >= data->blockpos_min.Y &&
251 data->blockpos_requested.Z >= data->blockpos_min.Z);
252 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
253 data->blockpos_requested.Y <= data->blockpos_max.Y &&
254 data->blockpos_requested.Z <= data->blockpos_max.Z);
256 this->generating = true;
257 this->vm = data->vmanip;
258 this->ndef = data->nodedef;
259 TimeTaker t("makeChunk");
261 v3s16 blockpos_min = data->blockpos_min;
262 v3s16 blockpos_max = data->blockpos_max;
263 node_min = blockpos_min * MAP_BLOCKSIZE;
264 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
265 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
266 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
268 blockseed = getBlockSeed2(full_node_min, seed);
273 // Generate base terrain, mountains, and ridges with initial heightmaps
274 s16 stone_surface_max_y = generateTerrain();
277 updateHeightmap(node_min, node_max);
279 // Create biomemap at heightmap surface
280 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
281 noise_humidity->result, heightmap, biomemap);
283 // Actually place the biome-specific nodes
284 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
286 if (flags & MG_CAVES)
287 generateCaves(stone_surface_max_y);
289 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
292 dp.np_rarity = nparams_dungeon_rarity;
293 dp.np_density = nparams_dungeon_density;
294 dp.np_wetness = nparams_dungeon_wetness;
295 dp.c_water = c_water_source;
296 if (stone_type == STONE) {
297 dp.c_cobble = c_cobble;
298 dp.c_moss = c_mossycobble;
299 dp.c_stair = c_stair_cobble;
301 dp.diagonal_dirs = false;
303 dp.holesize = v3s16(1, 2, 1);
304 dp.roomsize = v3s16(0, 0, 0);
305 dp.notifytype = GENNOTIFY_DUNGEON;
306 } else if (stone_type == DESERT_STONE) {
307 dp.c_cobble = c_desert_stone;
308 dp.c_moss = c_desert_stone;
309 dp.c_stair = c_desert_stone;
311 dp.diagonal_dirs = true;
313 dp.holesize = v3s16(2, 3, 2);
314 dp.roomsize = v3s16(2, 5, 2);
315 dp.notifytype = GENNOTIFY_TEMPLE;
316 } else if (stone_type == SANDSTONE) {
317 dp.c_cobble = c_sandstonebrick;
318 dp.c_moss = c_sandstonebrick;
319 dp.c_stair = c_sandstonebrick;
321 dp.diagonal_dirs = false;
323 dp.holesize = v3s16(2, 2, 2);
324 dp.roomsize = v3s16(2, 0, 2);
325 dp.notifytype = GENNOTIFY_DUNGEON;
328 DungeonGen dgen(this, &dp);
329 dgen.generate(blockseed, full_node_min, full_node_max);
332 // Generate the registered decorations
333 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
335 // Generate the registered ores
336 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
338 // Sprinkle some dust on top after everything else was generated
341 printf("makeChunk: %dms\n", t.stop());
343 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
345 if (flags & MG_LIGHT)
346 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
347 full_node_min, full_node_max);
349 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
350 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
352 this->generating = false;
356 void MapgenFractal::calculateNoise()
358 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
360 int y = node_min.Y - 1;
363 noise_seabed->perlinMap2D(x, z);
364 noise_filler_depth->perlinMap2D(x, z);
366 if (flags & MG_CAVES) {
367 noise_cave1->perlinMap3D(x, y, z);
368 noise_cave2->perlinMap3D(x, y, z);
371 noise_heat->perlinMap2D(x, z);
372 noise_humidity->perlinMap2D(x, z);
373 noise_heat_blend->perlinMap2D(x, z);
374 noise_humidity_blend->perlinMap2D(x, z);
376 for (s32 i = 0; i < csize.X * csize.Z; i++) {
377 noise_heat->result[i] += noise_heat_blend->result[i];
378 noise_humidity->result[i] += noise_humidity_blend->result[i];
381 heatmap = noise_heat->result;
382 humidmap = noise_humidity->result;
383 //printf("calculateNoise: %dus\n", t.stop());
387 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
389 float cx, cy, cz, cw, ox, oy, oz, ow;
391 if (spflags & MGFRACTAL_JULIA) { // Julia set
396 ox = (float)x / j_scale.X - j_offset.X;
397 oy = (float)y / j_scale.Y - j_offset.Y;
398 oz = (float)z / j_scale.Z - j_offset.Z;
400 } else { // Mandelbrot set
401 cx = (float)x / m_scale.X - m_offset.X;
402 cy = (float)y / m_scale.Y - m_offset.Y;
403 cz = (float)z / m_scale.Z - m_offset.Z;
411 u16 iterations = spflags & MGFRACTAL_JULIA ? j_iterations : m_iterations;
413 for (u16 iter = 0; iter < iterations; iter++) {
419 if (formula == 1) { // 4D "Roundy" Mandelbrot Set
420 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
421 ny = 2.0f * (ox * oy + oz * ow) + cy;
422 nz = 2.0f * (ox * oz + oy * ow) + cz;
423 nw = 2.0f * (ox * ow + oy * oz) + cw;
424 } else if (formula == 2) { // 4D "Squarry" Mandelbrot Set
425 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
426 ny = 2.0f * (ox * oy + oz * ow) + cy;
427 nz = 2.0f * (ox * oz + oy * ow) + cz;
428 nw = 2.0f * (ox * ow - oy * oz) + cw;
429 } else if (formula == 3) { // 4D "Mandy Cousin" Mandelbrot Set
430 nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
431 ny = 2.0f * (ox * oy + oz * ow) + cy;
432 nz = 2.0f * (ox * oz + oy * ow) + cz;
433 nw = 2.0f * (ox * ow + oy * oz) + cw;
434 } else if (formula == 4) { // 4D Mandelbrot Set Variation
435 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
436 ny = 2.0f * (ox * oy + oz * ow) + cy;
437 nz = 2.0f * (ox * oz - oy * ow) + cz;
438 nw = 2.0f * (ox * ow + oy * oz) + cw;
441 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
454 s16 MapgenFractal::generateTerrain()
456 MapNode n_air(CONTENT_AIR);
457 MapNode n_stone(c_stone);
458 MapNode n_water(c_water_source);
460 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
463 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
464 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
465 u32 vi = vm->m_area.index(node_min.X, y, z);
466 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
467 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
468 s16 seabed_height = noise_seabed->result[index2d];
470 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
471 vm->m_data[vi] = n_stone;
472 if (y > stone_surface_max_y)
473 stone_surface_max_y = y;
474 } else if (y <= water_level) {
475 vm->m_data[vi] = n_water;
477 vm->m_data[vi] = n_air;
486 return stone_surface_max_y;
490 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
492 v3s16 em = vm->m_area.getExtent();
494 MgStoneType stone_type = STONE;
496 for (s16 z = node_min.Z; z <= node_max.Z; z++)
497 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
501 u16 depth_water_top = 0;
502 u32 vi = vm->m_area.index(x, node_max.Y, z);
504 // Check node at base of mapchunk above, either a node of a previously
505 // generated mapchunk or if not, a node of overgenerated base terrain.
506 content_t c_above = vm->m_data[vi + em.X].getContent();
507 bool air_above = c_above == CONTENT_AIR;
508 bool water_above = c_above == c_water_source;
510 // If there is air or water above enable top/filler placement, otherwise force
511 // nplaced to stone level by setting a number exceeding any possible filler depth.
512 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
515 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
516 content_t c = vm->m_data[vi].getContent();
518 // Biome is recalculated each time an upper surface is detected while
519 // working down a column. The selected biome then remains in effect for
520 // all nodes below until the next surface and biome recalculation.
521 // Biome is recalculated:
522 // 1. At the surface of stone below air or water.
523 // 2. At the surface of water below air.
524 // 3. When stone or water is detected but biome has not yet been calculated.
525 if ((c == c_stone && (air_above || water_above || !biome)) ||
526 (c == c_water_source && (air_above || !biome))) {
527 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
528 depth_top = biome->depth_top;
529 base_filler = MYMAX(depth_top + biome->depth_filler
530 + noise_filler_depth->result[index], 0);
531 depth_water_top = biome->depth_water_top;
533 // Detect stone type for dungeons during every biome calculation.
534 // This is more efficient than detecting per-node and will not
535 // miss any desert stone or sandstone biomes.
536 if (biome->c_stone == c_desert_stone)
537 stone_type = DESERT_STONE;
538 else if (biome->c_stone == c_sandstone)
539 stone_type = SANDSTONE;
543 content_t c_below = vm->m_data[vi - em.X].getContent();
545 // If the node below isn't solid, make this node stone, so that
546 // any top/filler nodes above are structurally supported.
547 // This is done by aborting the cycle of top/filler placement
548 // immediately by forcing nplaced to stone level.
549 if (c_below == CONTENT_AIR || c_below == c_water_source)
552 if (nplaced < depth_top) {
553 vm->m_data[vi] = MapNode(biome->c_top);
555 } else if (nplaced < base_filler) {
556 vm->m_data[vi] = MapNode(biome->c_filler);
559 vm->m_data[vi] = MapNode(biome->c_stone);
564 } else if (c == c_water_source) {
565 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
566 biome->c_water_top : biome->c_water);
567 nplaced = 0; // Enable top/filler placement for next surface
570 } else if (c == CONTENT_AIR) {
571 nplaced = 0; // Enable top/filler placement for next surface
574 } else { // Possible various nodes overgenerated from neighbouring mapchunks
575 nplaced = U16_MAX; // Disable top/filler placement
580 vm->m_area.add_y(em, vi, -1);
588 void MapgenFractal::dustTopNodes()
590 if (node_max.Y < water_level)
593 v3s16 em = vm->m_area.getExtent();
596 for (s16 z = node_min.Z; z <= node_max.Z; z++)
597 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
598 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
600 if (biome->c_dust == CONTENT_IGNORE)
603 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
604 content_t c_full_max = vm->m_data[vi].getContent();
607 if (c_full_max == CONTENT_AIR) {
608 y_start = full_node_max.Y - 1;
609 } else if (c_full_max == CONTENT_IGNORE) {
610 vi = vm->m_area.index(x, node_max.Y + 1, z);
611 content_t c_max = vm->m_data[vi].getContent();
613 if (c_max == CONTENT_AIR)
614 y_start = node_max.Y;
621 vi = vm->m_area.index(x, y_start, z);
622 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
623 if (vm->m_data[vi].getContent() != CONTENT_AIR)
626 vm->m_area.add_y(em, vi, -1);
629 content_t c = vm->m_data[vi].getContent();
630 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
631 vm->m_area.add_y(em, vi, 1);
632 vm->m_data[vi] = MapNode(biome->c_dust);
638 void MapgenFractal::generateCaves(s16 max_stone_y)
640 if (max_stone_y >= node_min.Y) {
643 for (s16 z = node_min.Z; z <= node_max.Z; z++)
644 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
645 u32 vi = vm->m_area.index(node_min.X, y, z);
646 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
647 float d1 = contour(noise_cave1->result[index]);
648 float d2 = contour(noise_cave2->result[index]);
649 if (d1 * d2 > 0.4f) {
650 content_t c = vm->m_data[vi].getContent();
651 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
654 vm->m_data[vi] = MapNode(CONTENT_AIR);
660 if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
663 PseudoRandom ps(blockseed + 21343);
664 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
665 for (u32 i = 0; i < bruises_count; i++) {
666 CaveV5 cave(this, &ps);
667 cave.makeCave(node_min, node_max, max_stone_y);