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->iterations = sp->iterations;
71 this->scale = sp->scale;
73 this->moffset = sp->moffset;
74 this->mslice_w = sp->mslice_w;
76 this->joffset = sp->joffset;
77 this->jslice_w = sp->jslice_w;
78 this->julia_x = sp->julia_x;
79 this->julia_y = sp->julia_y;
80 this->julia_z = sp->julia_z;
81 this->julia_w = sp->julia_w;
84 noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
87 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
88 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
91 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
92 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
93 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
94 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
96 //// Resolve nodes to be used
97 INodeDefManager *ndef = emerge->ndef;
99 c_stone = ndef->getId("mapgen_stone");
100 c_water_source = ndef->getId("mapgen_water_source");
101 c_lava_source = ndef->getId("mapgen_lava_source");
102 c_desert_stone = ndef->getId("mapgen_desert_stone");
103 c_ice = ndef->getId("mapgen_ice");
104 c_sandstone = ndef->getId("mapgen_sandstone");
106 c_cobble = ndef->getId("mapgen_cobble");
107 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
108 c_mossycobble = ndef->getId("mapgen_mossycobble");
109 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
110 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
112 if (c_ice == CONTENT_IGNORE)
114 if (c_mossycobble == CONTENT_IGNORE)
115 c_mossycobble = c_cobble;
116 if (c_stair_cobble == CONTENT_IGNORE)
117 c_stair_cobble = c_cobble;
118 if (c_sandstonebrick == CONTENT_IGNORE)
119 c_sandstonebrick = c_sandstone;
120 if (c_stair_sandstonebrick == CONTENT_IGNORE)
121 c_stair_sandstonebrick = c_sandstone;
125 MapgenFractal::~MapgenFractal()
133 delete noise_humidity;
134 delete noise_heat_blend;
135 delete noise_humidity_blend;
142 MapgenFractalParams::MapgenFractalParams()
147 scale = v3f(1024.0, 256.0, 1024.0);
149 moffset = v3f(1.75, 0.0, 0.0); // Mandelbrot set only
152 joffset = v3f(0.0, 1.0, 0.0); // Julia set only
159 np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
160 np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
161 np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
165 void MapgenFractalParams::readParams(const Settings *settings)
167 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
169 settings->getU16NoEx("mgfractal_iterations", iterations);
170 settings->getV3FNoEx("mgfractal_scale", scale);
172 settings->getV3FNoEx("mgfractal_moffset", moffset);
173 settings->getFloatNoEx("mgfractal_mslice_w", mslice_w);
175 settings->getV3FNoEx("mgfractal_joffset", joffset);
176 settings->getFloatNoEx("mgfractal_jslice_w", jslice_w);
177 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
178 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
179 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
180 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
182 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
183 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
184 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
188 void MapgenFractalParams::writeParams(Settings *settings) const
190 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
192 settings->setU16("mgfractal_iterations", iterations);
193 settings->setV3F("mgfractal_scale", scale);
195 settings->setV3F("mgfractal_moffset", moffset);
196 settings->setFloat("mgfractal_mslice_w", mslice_w);
198 settings->setV3F("mgfractal_joffset", joffset);
199 settings->setFloat("mgfractal_jslice_w", jslice_w);
200 settings->setFloat("mgfractal_julia_x", julia_x);
201 settings->setFloat("mgfractal_julia_y", julia_y);
202 settings->setFloat("mgfractal_julia_z", julia_z);
203 settings->setFloat("mgfractal_julia_w", julia_w);
205 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
206 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
207 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
211 /////////////////////////////////////////////////////////////////
214 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
216 s16 search_start = 128;
217 s16 search_end = -128;
219 for (s16 y = search_start; y >= search_end; y--) {
220 if (getFractalAtPoint(p.X, y, p.Y))
224 return -MAX_MAP_GENERATION_LIMIT;
228 void MapgenFractal::makeChunk(BlockMakeData *data)
231 assert(data->vmanip);
232 assert(data->nodedef);
233 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
234 data->blockpos_requested.Y >= data->blockpos_min.Y &&
235 data->blockpos_requested.Z >= data->blockpos_min.Z);
236 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
237 data->blockpos_requested.Y <= data->blockpos_max.Y &&
238 data->blockpos_requested.Z <= data->blockpos_max.Z);
240 this->generating = true;
241 this->vm = data->vmanip;
242 this->ndef = data->nodedef;
243 //TimeTaker t("makeChunk");
245 v3s16 blockpos_min = data->blockpos_min;
246 v3s16 blockpos_max = data->blockpos_max;
247 node_min = blockpos_min * MAP_BLOCKSIZE;
248 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
249 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
250 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
252 blockseed = getBlockSeed2(full_node_min, seed);
257 // Generate base terrain, mountains, and ridges with initial heightmaps
258 s16 stone_surface_max_y = generateTerrain();
261 updateHeightmap(node_min, node_max);
263 // Create biomemap at heightmap surface
264 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
265 noise_humidity->result, heightmap, biomemap);
267 // Actually place the biome-specific nodes
268 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
270 if (flags & MG_CAVES)
271 generateCaves(stone_surface_max_y);
273 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
276 dp.np_rarity = nparams_dungeon_rarity;
277 dp.np_density = nparams_dungeon_density;
278 dp.np_wetness = nparams_dungeon_wetness;
279 dp.c_water = c_water_source;
280 if (stone_type == STONE) {
281 dp.c_cobble = c_cobble;
282 dp.c_moss = c_mossycobble;
283 dp.c_stair = c_stair_cobble;
285 dp.diagonal_dirs = false;
287 dp.holesize = v3s16(1, 2, 1);
288 dp.roomsize = v3s16(0, 0, 0);
289 dp.notifytype = GENNOTIFY_DUNGEON;
290 } else if (stone_type == DESERT_STONE) {
291 dp.c_cobble = c_desert_stone;
292 dp.c_moss = c_desert_stone;
293 dp.c_stair = c_desert_stone;
295 dp.diagonal_dirs = true;
297 dp.holesize = v3s16(2, 3, 2);
298 dp.roomsize = v3s16(2, 5, 2);
299 dp.notifytype = GENNOTIFY_TEMPLE;
300 } else if (stone_type == SANDSTONE) {
301 dp.c_cobble = c_sandstonebrick;
302 dp.c_moss = c_sandstonebrick;
303 dp.c_stair = c_sandstonebrick;
305 dp.diagonal_dirs = false;
307 dp.holesize = v3s16(2, 2, 2);
308 dp.roomsize = v3s16(2, 0, 2);
309 dp.notifytype = GENNOTIFY_DUNGEON;
312 DungeonGen dgen(this, &dp);
313 dgen.generate(blockseed, full_node_min, full_node_max);
316 // Generate the registered decorations
317 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
319 // Generate the registered ores
320 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
322 // Sprinkle some dust on top after everything else was generated
325 //printf("makeChunk: %dms\n", t.stop());
327 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
329 if (flags & MG_LIGHT)
330 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
331 full_node_min, full_node_max);
333 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
334 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
336 this->generating = false;
340 void MapgenFractal::calculateNoise()
342 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
344 int y = node_min.Y - 1;
347 noise_seabed->perlinMap2D(x, z);
349 if (flags & MG_CAVES) {
350 noise_cave1->perlinMap3D(x, y, z);
351 noise_cave2->perlinMap3D(x, y, z);
354 noise_heat->perlinMap2D(x, z);
355 noise_humidity->perlinMap2D(x, z);
356 noise_heat_blend->perlinMap2D(x, z);
357 noise_humidity_blend->perlinMap2D(x, z);
359 for (s32 i = 0; i < csize.X * csize.Z; i++) {
360 noise_heat->result[i] += noise_heat_blend->result[i];
361 noise_humidity->result[i] += noise_humidity_blend->result[i];
364 heatmap = noise_heat->result;
365 humidmap = noise_humidity->result;
366 //printf("calculateNoise: %dus\n", t.stop());
370 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
372 float cx, cy, cz, cw, ox, oy, oz, ow;
374 if (spflags & MGFRACTAL_JULIA) { // Julia set
379 ox = (float)x / scale.X - joffset.X;
380 oy = (float)y / scale.Y - joffset.Y;
381 oz = (float)z / scale.Z - joffset.Z;
383 } else { // Mandelbrot set
384 cx = (float)x / scale.X - moffset.X;
385 cy = (float)y / scale.Y - moffset.Y;
386 cz = (float)z / scale.Z - moffset.Z;
394 for (u16 iter = 0; iter < iterations; iter++) {
395 // 4D "Roundy" Mandelbrot set
396 float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
397 float ny = 2.0f * (ox * oy + oz * ow) + cy;
398 float nz = 2.0f * (ox * oz + oy * ow) + cz;
399 float nw = 2.0f * (ox * ow + oy * oz) + cw;
401 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
414 s16 MapgenFractal::generateTerrain()
416 MapNode n_air(CONTENT_AIR);
417 MapNode n_stone(c_stone);
418 MapNode n_water(c_water_source);
420 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
423 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
424 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
425 u32 vi = vm->m_area.index(node_min.X, y, z);
426 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
427 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
428 s16 seabed_height = noise_seabed->result[index2d];
430 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
431 vm->m_data[vi] = n_stone;
432 if (y > stone_surface_max_y)
433 stone_surface_max_y = y;
434 } else if (y <= water_level) {
435 vm->m_data[vi] = n_water;
437 vm->m_data[vi] = n_air;
446 return stone_surface_max_y;
450 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
452 v3s16 em = vm->m_area.getExtent();
454 MgStoneType stone_type = STONE;
456 for (s16 z = node_min.Z; z <= node_max.Z; z++)
457 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
461 u16 depth_water_top = 0;
462 u32 vi = vm->m_area.index(x, node_max.Y, z);
464 // Check node at base of mapchunk above, either a node of a previously
465 // generated mapchunk or if not, a node of overgenerated base terrain.
466 content_t c_above = vm->m_data[vi + em.X].getContent();
467 bool air_above = c_above == CONTENT_AIR;
468 bool water_above = c_above == c_water_source;
470 // If there is air or water above enable top/filler placement, otherwise force
471 // nplaced to stone level by setting a number exceeding any possible filler depth.
472 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
475 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
476 content_t c = vm->m_data[vi].getContent();
478 // Biome is recalculated each time an upper surface is detected while
479 // working down a column. The selected biome then remains in effect for
480 // all nodes below until the next surface and biome recalculation.
481 // Biome is recalculated:
482 // 1. At the surface of stone below air or water.
483 // 2. At the surface of water below air.
484 // 3. When stone or water is detected but biome has not yet been calculated.
485 if ((c == c_stone && (air_above || water_above || !biome)) ||
486 (c == c_water_source && (air_above || !biome))) {
487 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
488 depth_top = biome->depth_top;
489 base_filler = depth_top + biome->depth_filler;
490 depth_water_top = biome->depth_water_top;
492 // Detect stone type for dungeons during every biome calculation.
493 // This is more efficient than detecting per-node and will not
494 // miss any desert stone or sandstone biomes.
495 if (biome->c_stone == c_desert_stone)
496 stone_type = DESERT_STONE;
497 else if (biome->c_stone == c_sandstone)
498 stone_type = SANDSTONE;
502 content_t c_below = vm->m_data[vi - em.X].getContent();
504 // If the node below isn't solid, make this node stone, so that
505 // any top/filler nodes above are structurally supported.
506 // This is done by aborting the cycle of top/filler placement
507 // immediately by forcing nplaced to stone level.
508 if (c_below == CONTENT_AIR || c_below == c_water_source)
511 if (nplaced < depth_top) {
512 vm->m_data[vi] = MapNode(biome->c_top);
514 } else if (nplaced < base_filler) {
515 vm->m_data[vi] = MapNode(biome->c_filler);
518 vm->m_data[vi] = MapNode(biome->c_stone);
523 } else if (c == c_water_source) {
524 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
525 biome->c_water_top : biome->c_water);
526 nplaced = 0; // Enable top/filler placement for next surface
529 } else if (c == CONTENT_AIR) {
530 nplaced = 0; // Enable top/filler placement for next surface
533 } else { // Possible various nodes overgenerated from neighbouring mapchunks
534 nplaced = U16_MAX; // Disable top/filler placement
539 vm->m_area.add_y(em, vi, -1);
547 void MapgenFractal::dustTopNodes()
549 if (node_max.Y < water_level)
552 v3s16 em = vm->m_area.getExtent();
555 for (s16 z = node_min.Z; z <= node_max.Z; z++)
556 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
557 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
559 if (biome->c_dust == CONTENT_IGNORE)
562 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
563 content_t c_full_max = vm->m_data[vi].getContent();
566 if (c_full_max == CONTENT_AIR) {
567 y_start = full_node_max.Y - 1;
568 } else if (c_full_max == CONTENT_IGNORE) {
569 vi = vm->m_area.index(x, node_max.Y + 1, z);
570 content_t c_max = vm->m_data[vi].getContent();
572 if (c_max == CONTENT_AIR)
573 y_start = node_max.Y;
580 vi = vm->m_area.index(x, y_start, z);
581 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
582 if (vm->m_data[vi].getContent() != CONTENT_AIR)
585 vm->m_area.add_y(em, vi, -1);
588 content_t c = vm->m_data[vi].getContent();
589 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
590 vm->m_area.add_y(em, vi, 1);
591 vm->m_data[vi] = MapNode(biome->c_dust);
597 void MapgenFractal::generateCaves(s16 max_stone_y)
599 if (max_stone_y >= node_min.Y) {
602 for (s16 z = node_min.Z; z <= node_max.Z; z++)
603 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
604 u32 vi = vm->m_area.index(node_min.X, y, z);
605 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
606 float d1 = contour(noise_cave1->result[index]);
607 float d2 = contour(noise_cave2->result[index]);
608 if (d1 * d2 > 0.4f) {
609 content_t c = vm->m_data[vi].getContent();
610 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
613 vm->m_data[vi] = MapNode(CONTENT_AIR);
619 if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
622 PseudoRandom ps(blockseed + 21343);
623 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
624 for (u32 i = 0; i < bruises_count; i++) {
625 CaveFractal cave(this, &ps);
626 cave.makeCave(node_min, node_max, max_stone_y);