X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapgen%2Fmapgen_fractal.cpp;h=091dbacfa28e9044e35d3a7a851d53a5833af657;hb=37923920a07f06d201662d8f1f4e5821efcc7b09;hp=b06885826013d21328581e3e2852ee1b237b7668;hpb=20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f;p=oweals%2Fminetest.git diff --git a/src/mapgen/mapgen_fractal.cpp b/src/mapgen/mapgen_fractal.cpp index b06885826..091dbacfa 100644 --- a/src/mapgen/mapgen_fractal.cpp +++ b/src/mapgen/mapgen_fractal.cpp @@ -1,7 +1,7 @@ /* Minetest -Copyright (C) 2015-2017 paramat -Copyright (C) 2015-2016 kwolekr, Ryan Kwolek +Copyright (C) 2015-2019 paramat +Copyright (C) 2015-2016 kwolekr, Ryan Kwolek This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapgen.h" +#include #include "voxel.h" #include "noise.h" #include "mapblock.h" @@ -40,19 +41,22 @@ with this program; if not, write to the Free Software Foundation, Inc., FlagDesc flagdesc_mapgen_fractal[] = { - {NULL, 0} + {"terrain", MGFRACTAL_TERRAIN}, + {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////////////// -MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge) - : MapgenBasic(mapgenid, params, emerge) +MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge) + : MapgenBasic(MAPGEN_FRACTAL, params, emerge) { spflags = params->spflags; cave_width = params->cave_width; large_cave_depth = params->large_cave_depth; lava_depth = params->lava_depth; + dungeon_ymin = params->dungeon_ymin; + dungeon_ymax = params->dungeon_ymax; fractal = params->fractal; iterations = params->iterations; scale = params->scale; @@ -63,12 +67,17 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeMa julia_z = params->julia_z; julia_w = params->julia_w; - //// 2D terrain noise - noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z); + //// 2D noise + if (spflags & MGFRACTAL_TERRAIN) + noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); - MapgenBasic::np_cave1 = params->np_cave1; - MapgenBasic::np_cave2 = params->np_cave2; + //// 3D noise + MapgenBasic::np_dungeons = params->np_dungeons; + // Overgeneration to node_min.Y - 1 + MapgenBasic::np_cave1 = params->np_cave1; + MapgenBasic::np_cave2 = params->np_cave2; formula = fractal / 2 + fractal % 2; julia = fractal % 2 == 0; @@ -77,7 +86,9 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeMa MapgenFractal::~MapgenFractal() { - delete noise_seabed; + if (noise_seabed) + delete noise_seabed; + delete noise_filler_depth; } @@ -86,7 +97,8 @@ MapgenFractalParams::MapgenFractalParams(): np_seabed (-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0), np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0), np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0), - np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0) + np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0), + np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0) { } @@ -97,6 +109,8 @@ void MapgenFractalParams::readParams(const Settings *settings) settings->getFloatNoEx("mgfractal_cave_width", cave_width); settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth); settings->getS16NoEx("mgfractal_lava_depth", lava_depth); + settings->getS16NoEx("mgfractal_dungeon_ymin", dungeon_ymin); + settings->getS16NoEx("mgfractal_dungeon_ymax", dungeon_ymax); settings->getU16NoEx("mgfractal_fractal", fractal); settings->getU16NoEx("mgfractal_iterations", iterations); settings->getV3FNoEx("mgfractal_scale", scale); @@ -111,6 +125,7 @@ void MapgenFractalParams::readParams(const Settings *settings) settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgfractal_np_cave1", np_cave1); settings->getNoiseParams("mgfractal_np_cave2", np_cave2); + settings->getNoiseParams("mgfractal_np_dungeons", np_dungeons); } @@ -120,6 +135,8 @@ void MapgenFractalParams::writeParams(Settings *settings) const settings->setFloat("mgfractal_cave_width", cave_width); settings->setS16("mgfractal_large_cave_depth", large_cave_depth); settings->setS16("mgfractal_lava_depth", lava_depth); + settings->setS16("mgfractal_dungeon_ymin", dungeon_ymin); + settings->setS16("mgfractal_dungeon_ymax", dungeon_ymax); settings->setU16("mgfractal_fractal", fractal); settings->setU16("mgfractal_iterations", iterations); settings->setV3F("mgfractal_scale", scale); @@ -134,6 +151,7 @@ void MapgenFractalParams::writeParams(Settings *settings) const settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgfractal_np_cave1", np_cave1); settings->setNoiseParams("mgfractal_np_cave2", np_cave2); + settings->setNoiseParams("mgfractal_np_dungeons", np_dungeons); } @@ -142,21 +160,25 @@ void MapgenFractalParams::writeParams(Settings *settings) const int MapgenFractal::getSpawnLevelAtPoint(v2s16 p) { - bool solid_below = false; // Dry solid node is present below to spawn on - u8 air_count = 0; // Consecutive air nodes above the dry solid node - s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed); - // Seabed can rise above water_level or might be raised to create dry land - s16 search_start = MYMAX(seabed_level, water_level + 1); - if (seabed_level > water_level) - solid_below = true; - - for (s16 y = search_start; y <= search_start + 128; y++) { - if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node + bool solid_below = false; // Fractal node is present below to spawn on + u8 air_count = 0; // Consecutive air nodes above a fractal node + s16 search_start = 0; // No terrain search start + + // If terrain present, don't start search below terrain or water level + if (noise_seabed) { + s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed); + search_start = MYMAX(search_start, MYMAX(seabed_level, water_level)); + } + + for (s16 y = search_start; y <= search_start + 4096; y++) { + if (getFractalAtPoint(p.X, y, p.Y)) { + // Fractal node solid_below = true; air_count = 0; - } else if (solid_below) { // Air above solid node + } else if (solid_below) { + // Air above fractal node air_count++; - // 3 to account for snowblock dust + // 3 and -2 to account for biome dust nodes if (air_count == 3) return y - 2; } @@ -178,10 +200,11 @@ void MapgenFractal::makeChunk(BlockMakeData *data) data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); + //TimeTaker t("makeChunk"); + this->generating = true; - this->vm = data->vmanip; + this->vm = data->vmanip; this->ndef = data->nodedef; - //TimeTaker t("makeChunk"); v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; @@ -192,47 +215,52 @@ void MapgenFractal::makeChunk(BlockMakeData *data) blockseed = getBlockSeed2(full_node_min, seed); - // Generate base terrain, mountains, and ridges with initial heightmaps + // Generate fractal and optional terrain s16 stone_surface_max_y = generateTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Init biome generator, place biome-specific nodes, and build biomemap - biomegen->calcBiomeNoise(node_min); + if (flags & MG_BIOMES) { + biomegen->calcBiomeNoise(node_min); + generateBiomes(); + } - MgStoneType mgstone_type; - content_t biome_stone; - generateBiomes(&mgstone_type, &biome_stone); + // Generate tunnels and randomwalk caves + if (flags & MG_CAVES) { + generateCavesNoiseIntersection(stone_surface_max_y); + generateCavesRandomWalk(stone_surface_max_y, large_cave_depth); + } - if (flags & MG_CAVES) - generateCaves(stone_surface_max_y, large_cave_depth); + // Generate the registered ores + m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); - if (flags & MG_DUNGEONS) - generateDungeons(stone_surface_max_y, mgstone_type, biome_stone); + // Generate dungeons + if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin && + full_node_max.Y <= dungeon_ymax) + generateDungeons(stone_surface_max_y); // Generate the registered decorations if (flags & MG_DECORATIONS) m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); - // Generate the registered ores - m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); - // Sprinkle some dust on top after everything else was generated - dustTopNodes(); - - //printf("makeChunk: %dms\n", t.stop()); + if (flags & MG_BIOMES) + dustTopNodes(); - updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); + // Update liquids + if (spflags & MGFRACTAL_TERRAIN) + updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); + // Calculate lighting if (flags & MG_LIGHT) calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max); - //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, - // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); - this->generating = false; + + //printf("makeChunk: %lums\n", t.stop()); } @@ -299,45 +327,45 @@ bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z) break; case 6: // 3D "Christmas Tree" // Altering the formula here is necessary to avoid division by zero - if (fabs(oz) < 0.000000001f) { + if (std::fabs(oz) < 0.000000001f) { nx = ox * ox - oy * oy - oz * oz + cx; ny = 2.0f * oy * ox + cy; nz = 4.0f * oz * ox + cz; } else { - float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz)); + float a = (2.0f * ox) / (std::sqrt(oy * oy + oz * oz)); nx = ox * ox - oy * oy - oz * oz + cx; ny = a * (oy * oy - oz * oz) + cy; nz = a * 2.0f * oy * oz + cz; } break; case 7: // 3D "Mandelbulb" - if (fabs(oy) < 0.000000001f) { + if (std::fabs(oy) < 0.000000001f) { nx = ox * ox - oz * oz + cx; ny = cy; - nz = -2.0f * oz * sqrt(ox * ox) + cz; + nz = -2.0f * oz * std::sqrt(ox * ox) + cz; } else { float a = 1.0f - (oz * oz) / (ox * ox + oy * oy); nx = (ox * ox - oy * oy) * a + cx; ny = 2.0f * ox * oy * a + cy; - nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz; + nz = -2.0f * oz * std::sqrt(ox * ox + oy * oy) + cz; } break; case 8: // 3D "Cosine Mandelbulb" - if (fabs(oy) < 0.000000001f) { + if (std::fabs(oy) < 0.000000001f) { nx = 2.0f * ox * oz + cx; ny = 4.0f * oy * oz + cy; nz = oz * oz - ox * ox - oy * oy + cz; } else { - float a = (2.0f * oz) / sqrt(ox * ox + oy * oy); + float a = (2.0f * oz) / std::sqrt(ox * ox + oy * oy); nx = (ox * ox - oy * oy) * a + cx; ny = 2.0f * ox * oy * a + cy; nz = oz * oz - ox * ox - oy * oy + cz; } break; case 9: // 4D "Mandelbulb" - float rxy = sqrt(ox * ox + oy * oy); - float rxyz = sqrt(ox * ox + oy * oy + oz * oz); - if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) { + float rxy = std::sqrt(ox * ox + oy * oy); + float rxyz = std::sqrt(ox * ox + oy * oy + oz * oz); + if (std::fabs(ow) < 0.000000001f && std::fabs(oz) < 0.000000001f) { nx = (ox * ox - oy * oy) + cx; ny = 2.0f * ox * oy + cy; nz = -2.0f * rxy * oz + cz; @@ -375,24 +403,29 @@ s16 MapgenFractal::generateTerrain() s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index2d = 0; - noise_seabed->perlinMap2D(node_min.X, node_min.Z); + if (noise_seabed) + noise_seabed->perlinMap2D(node_min.X, node_min.Z); for (s16 z = node_min.Z; z <= node_max.Z; z++) { for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { u32 vi = vm->m_area.index(node_min.X, y, z); for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) { - if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { - s16 seabed_height = noise_seabed->result[index2d]; - - if (y <= seabed_height || getFractalAtPoint(x, y, z)) { - vm->m_data[vi] = n_stone; - if (y > stone_surface_max_y) - stone_surface_max_y = y; - } else if (y <= water_level) { - vm->m_data[vi] = n_water; - } else { - vm->m_data[vi] = n_air; - } + if (vm->m_data[vi].getContent() != CONTENT_IGNORE) + continue; + + s16 seabed_height = -MAX_MAP_GENERATION_LIMIT; + if (noise_seabed) + seabed_height = noise_seabed->result[index2d]; + + if (((spflags & MGFRACTAL_TERRAIN) && y <= seabed_height) || + getFractalAtPoint(x, y, z)) { + vm->m_data[vi] = n_stone; + if (y > stone_surface_max_y) + stone_surface_max_y = y; + } else if ((spflags & MGFRACTAL_TERRAIN) && y <= water_level) { + vm->m_data[vi] = n_water; + } else { + vm->m_data[vi] = n_air; } } index2d -= ystride;