3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
27 #include "content_sao.h"
29 #include "voxelalgorithms.h"
31 #include "settings.h" // For g_settings
32 #include "main.h" // For g_profiler
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v5.h"
41 #include "util/directiontables.h"
44 FlagDesc flagdesc_mapgen_v5[] = {
45 {"blobs", MGV5_BLOBS},
50 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51 : Mapgen(mapgenid, params, emerge)
53 this->m_emerge = emerge;
54 this->bmgr = emerge->biomemgr;
56 // amount of elements to skip for the next index
57 // for noise/height/biome maps (not vmanip)
58 this->ystride = csize.X;
59 this->zstride = csize.X * (csize.Y + 2);
61 this->biomemap = new u8[csize.X * csize.Z];
62 this->heightmap = new s16[csize.X * csize.Z];
64 MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
65 this->spflags = sp->spflags;
68 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
69 noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
70 noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
73 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
74 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
75 noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
76 noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
77 noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
80 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
81 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
83 //// Resolve nodes to be used
84 INodeDefManager *ndef = emerge->ndef;
86 c_stone = ndef->getId("mapgen_stone");
87 c_dirt = ndef->getId("mapgen_dirt");
88 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
89 c_sand = ndef->getId("mapgen_sand");
90 c_water_source = ndef->getId("mapgen_water_source");
91 c_lava_source = ndef->getId("mapgen_lava_source");
92 c_gravel = ndef->getId("mapgen_gravel");
93 c_cobble = ndef->getId("mapgen_cobble");
94 c_ice = ndef->getId("default:ice");
95 c_mossycobble = ndef->getId("mapgen_mossycobble");
96 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
97 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
98 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
99 if (c_ice == CONTENT_IGNORE)
101 if (c_mossycobble == CONTENT_IGNORE)
102 c_mossycobble = c_cobble;
103 if (c_sandbrick == CONTENT_IGNORE)
104 c_sandbrick = c_desert_stone;
105 if (c_stair_cobble == CONTENT_IGNORE)
106 c_stair_cobble = c_cobble;
107 if (c_stair_sandstone == CONTENT_IGNORE)
108 c_stair_sandstone = c_sandbrick;
112 MapgenV5::~MapgenV5()
114 delete noise_filler_depth;
120 delete noise_crumble;
121 delete noise_wetness;
124 delete noise_humidity;
131 MapgenV5Params::MapgenV5Params()
133 spflags = MGV5_BLOBS;
135 np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
136 np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
137 np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
138 np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5, 2.0, NOISE_FLAG_EASED);
139 np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5, 2.0, NOISE_FLAG_EASED);
140 np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
141 np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED);
142 np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0);
146 // Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
148 // Scaling the output of the noise function affects the overdrive of the
149 // contour function, which affects the shape of the output considerably.
151 //#define CAVE_NOISE_SCALE 12.0 < original default
152 //#define CAVE_NOISE_SCALE 10.0
153 //#define CAVE_NOISE_SCALE 7.5
154 //#define CAVE_NOISE_SCALE 5.0
155 //#define CAVE_NOISE_SCALE 1.0
157 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
158 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
161 void MapgenV5Params::readParams(Settings *settings)
163 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
165 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
166 settings->getNoiseParams("mgv5_np_factor", np_factor);
167 settings->getNoiseParams("mgv5_np_height", np_height);
168 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
169 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
170 settings->getNoiseParams("mgv5_np_ground", np_ground);
171 settings->getNoiseParams("mgv5_np_crumble", np_crumble);
172 settings->getNoiseParams("mgv5_np_wetness", np_wetness);
176 void MapgenV5Params::writeParams(Settings *settings)
178 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
180 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
181 settings->setNoiseParams("mgv5_np_factor", np_factor);
182 settings->setNoiseParams("mgv5_np_height", np_height);
183 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
184 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
185 settings->setNoiseParams("mgv5_np_ground", np_ground);
186 settings->setNoiseParams("mgv5_np_crumble", np_crumble);
187 settings->setNoiseParams("mgv5_np_wetness", np_wetness);
191 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
193 //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
195 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
200 float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
202 s16 search_top = water_level + 15;
203 s16 search_base = water_level;
204 // Use these 2 lines instead for a slower search returning highest ground level
205 //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
206 //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
209 for (s16 y = search_top; y >= search_base; y--) {
210 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
211 if(n_ground * f > y - h) {
212 if(y >= search_top - 7)
220 //printf("getGroundLevelAtPoint: %dus\n", t.stop());
225 void MapgenV5::makeChunk(BlockMakeData *data)
227 assert(data->vmanip);
228 assert(data->nodedef);
229 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
230 data->blockpos_requested.Y >= data->blockpos_min.Y &&
231 data->blockpos_requested.Z >= data->blockpos_min.Z);
232 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
233 data->blockpos_requested.Y <= data->blockpos_max.Y &&
234 data->blockpos_requested.Z <= data->blockpos_max.Z);
238 ndef = data->nodedef;
239 //TimeTaker t("makeChunk");
241 v3s16 blockpos_min = data->blockpos_min;
242 v3s16 blockpos_max = data->blockpos_max;
243 node_min = blockpos_min * MAP_BLOCKSIZE;
244 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
245 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
246 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
248 // Create a block-specific seed
249 blockseed = getBlockSeed2(full_node_min, seed);
254 // Generate base terrain
255 s16 stone_surface_max_y = generateBaseTerrain();
257 updateHeightmap(node_min, node_max);
259 // Generate underground dirt, sand, gravel and lava blobs
260 if (spflags & MGV5_BLOBS) {
265 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
266 noise_humidity->result, heightmap, biomemap);
268 // Actually place the biome-specific nodes
271 // Generate dungeons and desert temples
272 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
273 DungeonGen dgen(this, NULL);
274 dgen.generate(blockseed, full_node_min, full_node_max);
277 // Generate the registered decorations
278 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
280 // Generate the registered ores
281 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
283 // Sprinkle some dust on top after everything else was generated
286 //printf("makeChunk: %dms\n", t.stop());
288 // Add top and bottom side of water to transforming_liquid queue
289 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
291 // Calculate lighting
292 if (flags & MG_LIGHT) {
293 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
294 full_node_min, full_node_max);
297 this->generating = false;
301 void MapgenV5::calculateNoise()
303 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
305 int y = node_min.Y - 1;
308 noise_filler_depth->perlinMap2D(x, z);
309 noise_factor->perlinMap2D(x, z);
310 noise_height->perlinMap2D(x, z);
312 noise_cave1->perlinMap3D(x, y, z);
313 noise_cave2->perlinMap3D(x, y, z);
314 noise_ground->perlinMap3D(x, y, z);
316 if (spflags & MGV5_BLOBS) {
317 noise_crumble->perlinMap3D(x, y, z);
318 noise_wetness->perlinMap3D(x, y, z);
321 noise_heat->perlinMap2D(x, z);
322 noise_humidity->perlinMap2D(x, z);
324 //printf("calculateNoise: %dus\n", t.stop());
328 //bool is_cave(u32 index) {
329 // double d1 = contour(noise_cave1->result[index]);
330 // double d2 = contour(noise_cave2->result[index]);
331 // return d1*d2 > CAVE_NOISE_THRESHOLD;
335 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
336 // double f = 0.55 + noise_factor->result[index2d];
341 // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
342 // return (noise_ground->result[index] * f > (double)p.Y - h);
346 // Make base ground level
347 int MapgenV5::generateBaseTerrain()
351 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
353 for(s16 z=node_min.Z; z<=node_max.Z; z++) {
354 for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
355 u32 i = vm->m_area.index(node_min.X, y, z);
356 for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
357 if(vm->m_data[i].getContent() != CONTENT_IGNORE)
360 float f = 0.55 + noise_factor->result[index2d];
365 float h = water_level + noise_height->result[index2d];
366 float d1 = contour(noise_cave1->result[index]);
367 float d2 = contour(noise_cave2->result[index]);
369 if(noise_ground->result[index] * f < y - h) {
371 vm->m_data[i] = MapNode(c_water_source);
373 vm->m_data[i] = MapNode(CONTENT_AIR);
374 } else if(d1*d2 > 0.2) {
375 vm->m_data[i] = MapNode(CONTENT_AIR);
377 vm->m_data[i] = MapNode(c_stone);
378 if (y > stone_surface_max_y)
379 stone_surface_max_y = y;
382 index2d = index2d - ystride;
384 index2d = index2d + ystride;
387 return stone_surface_max_y;
391 // Add mud and sand and others underground (in place of stone)
392 void MapgenV5::generateBlobs()
396 for(s16 z=node_min.Z; z<=node_max.Z; z++) {
397 for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
398 u32 i = vm->m_area.index(node_min.X, y, z);
399 for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
400 content_t c = vm->m_data[i].getContent();
404 if(noise_crumble->result[index] > 1.3) {
405 if(noise_wetness->result[index] > 0.0)
406 vm->m_data[i] = MapNode(c_dirt);
408 vm->m_data[i] = MapNode(c_sand);
409 } else if(noise_crumble->result[index] > 0.7) {
410 if(noise_wetness->result[index] < -0.6)
411 vm->m_data[i] = MapNode(c_gravel);
412 } else if(noise_crumble->result[index] < -3.5 +
414 sqrt((float)MYMAX(0, -y)), 1.5)) {
415 vm->m_data[i] = MapNode(c_lava_source);
423 void MapgenV5::generateBiomes()
425 if (node_max.Y < water_level)
428 MapNode n_air(CONTENT_AIR);
429 MapNode n_stone(c_stone);
430 MapNode n_water(c_water_source);
432 v3s16 em = vm->m_area.getExtent();
435 for (s16 z = node_min.Z; z <= node_max.Z; z++)
436 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
437 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
438 s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
439 s16 y0_top = biome->depth_top;
440 s16 y0_filler = biome->depth_top + dfiller;
441 s16 shore_max = water_level + biome->height_shore;
442 s16 depth_water_top = biome->depth_water_top;
445 u32 i = vm->m_area.index(x, node_max.Y, z);
447 content_t c_above = vm->m_data[i + em.X].getContent();
448 bool have_air = c_above == CONTENT_AIR;
450 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
451 content_t c = vm->m_data[i].getContent();
452 bool is_replaceable_content =
453 c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
454 c == c_sand || c == c_lava_source || c == c_gravel;
456 if (is_replaceable_content && have_air) {
457 content_t c_below = vm->m_data[i - em.X].getContent();
459 if (c_below != CONTENT_AIR) {
460 if (nplaced < y0_top) {
462 vm->m_data[i] = MapNode(biome->c_underwater);
463 else if(y <= shore_max)
464 vm->m_data[i] = MapNode(biome->c_shore_top);
466 vm->m_data[i] = MapNode(biome->c_top);
468 } else if (nplaced < y0_filler && nplaced >= y0_top) {
470 vm->m_data[i] = MapNode(biome->c_underwater);
471 else if(y <= shore_max)
472 vm->m_data[i] = MapNode(biome->c_shore_filler);
474 vm->m_data[i] = MapNode(biome->c_filler);
476 } else if (c == c_stone) {
479 vm->m_data[i] = MapNode(biome->c_stone);
484 } else if (c == c_stone) {
487 vm->m_data[i] = MapNode(biome->c_stone);
489 } else if (c == c_stone) {
492 vm->m_data[i] = MapNode(biome->c_stone);
493 } else if (c == c_water_source) {
496 if(y > water_level - depth_water_top)
497 vm->m_data[i] = MapNode(biome->c_water_top);
499 vm->m_data[i] = MapNode(biome->c_water);
500 } else if (c == CONTENT_AIR) {
505 vm->m_area.add_y(em, i, -1);
511 void MapgenV5::dustTopNodes()
513 v3s16 em = vm->m_area.getExtent();
516 if (water_level > node_max.Y)
519 for (s16 z = node_min.Z; z <= node_max.Z; z++)
520 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
521 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
523 if (biome->c_dust == CONTENT_IGNORE)
526 s16 y = node_max.Y + 1;
527 u32 vi = vm->m_area.index(x, y, z);
528 for (; y >= node_min.Y; y--) {
529 if (vm->m_data[vi].getContent() != CONTENT_AIR)
532 vm->m_area.add_y(em, vi, -1);
535 content_t c = vm->m_data[vi].getContent();
536 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
537 && c != biome->c_dust) {
538 if (y == node_max.Y + 1)
541 vm->m_area.add_y(em, vi, 1);
542 vm->m_data[vi] = MapNode(biome->c_dust);