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 "settings.h" // For g_settings
33 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_fractal.h"
42 FlagDesc flagdesc_mapgen_fractal[] = {
43 {"julia", MGFRACTAL_JULIA},
47 ///////////////////////////////////////////////////////////////////////////////////////
50 MapgenFractal::MapgenFractal(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 this->humidmap = NULL;
66 MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
67 this->spflags = sp->spflags;
68 this->iterations = sp->iterations;
69 this->scale_x = sp->scale_x;
70 this->scale_y = sp->scale_y;
71 this->scale_z = sp->scale_z;
72 this->offset_x = sp->offset_x;
73 this->offset_y = sp->offset_y;
74 this->offset_z = sp->offset_z;
77 noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
80 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
81 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
84 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
85 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
86 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
87 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
89 //// Resolve nodes to be used
90 INodeDefManager *ndef = emerge->ndef;
92 c_stone = ndef->getId("mapgen_stone");
93 c_water_source = ndef->getId("mapgen_water_source");
94 c_lava_source = ndef->getId("mapgen_lava_source");
95 c_desert_stone = ndef->getId("mapgen_desert_stone");
96 c_ice = ndef->getId("mapgen_ice");
97 c_sandstone = ndef->getId("mapgen_sandstone");
99 c_cobble = ndef->getId("mapgen_cobble");
100 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
101 c_mossycobble = ndef->getId("mapgen_mossycobble");
102 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
103 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
105 if (c_ice == CONTENT_IGNORE)
107 if (c_mossycobble == CONTENT_IGNORE)
108 c_mossycobble = c_cobble;
109 if (c_stair_cobble == CONTENT_IGNORE)
110 c_stair_cobble = c_cobble;
111 if (c_sandstonebrick == CONTENT_IGNORE)
112 c_sandstonebrick = c_sandstone;
113 if (c_stair_sandstonebrick == CONTENT_IGNORE)
114 c_stair_sandstonebrick = c_sandstone;
118 MapgenFractal::~MapgenFractal()
126 delete noise_humidity;
127 delete noise_heat_blend;
128 delete noise_humidity_blend;
135 MapgenFractalParams::MapgenFractalParams()
152 np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
153 np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
154 np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
158 void MapgenFractalParams::readParams(const Settings *settings)
160 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
162 settings->getU16NoEx("mgfractal_iterations", iterations);
163 settings->getFloatNoEx("mgfractal_scale_x", scale_x);
164 settings->getFloatNoEx("mgfractal_scale_y", scale_y);
165 settings->getFloatNoEx("mgfractal_scale_z", scale_z);
166 settings->getFloatNoEx("mgfractal_offset_x", offset_x);
167 settings->getFloatNoEx("mgfractal_offset_y", offset_y);
168 settings->getFloatNoEx("mgfractal_offset_z", offset_z);
169 settings->getFloatNoEx("mgfractal_slice_w", slice_w);
170 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
171 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
172 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
173 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
175 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
176 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
177 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
181 void MapgenFractalParams::writeParams(Settings *settings) const
183 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
185 settings->setU16("mgfractal_iterations", iterations);
186 settings->setFloat("mgfractal_scale_x", scale_x);
187 settings->setFloat("mgfractal_scale_y", scale_y);
188 settings->setFloat("mgfractal_scale_z", scale_z);
189 settings->setFloat("mgfractal_offset_x", offset_x);
190 settings->setFloat("mgfractal_offset_y", offset_y);
191 settings->setFloat("mgfractal_offset_z", offset_z);
192 settings->setFloat("mgfractal_slice_w", slice_w);
193 settings->setFloat("mgfractal_julia_x", julia_x);
194 settings->setFloat("mgfractal_julia_y", julia_y);
195 settings->setFloat("mgfractal_julia_z", julia_z);
196 settings->setFloat("mgfractal_julia_w", julia_w);
198 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
199 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
200 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
204 /////////////////////////////////////////////////////////////////
207 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
209 s16 search_start = 128;
210 s16 search_end = -128;
212 for (s16 y = search_start; y >= search_end; y--) {
213 if (getFractalAtPoint(p.X, y, p.Y))
217 return -MAX_MAP_GENERATION_LIMIT;
221 void MapgenFractal::makeChunk(BlockMakeData *data)
224 assert(data->vmanip);
225 assert(data->nodedef);
226 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
227 data->blockpos_requested.Y >= data->blockpos_min.Y &&
228 data->blockpos_requested.Z >= data->blockpos_min.Z);
229 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
230 data->blockpos_requested.Y <= data->blockpos_max.Y &&
231 data->blockpos_requested.Z <= data->blockpos_max.Z);
233 this->generating = true;
234 this->vm = data->vmanip;
235 this->ndef = data->nodedef;
236 //TimeTaker t("makeChunk");
238 v3s16 blockpos_min = data->blockpos_min;
239 v3s16 blockpos_max = data->blockpos_max;
240 node_min = blockpos_min * MAP_BLOCKSIZE;
241 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
242 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
243 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
245 blockseed = getBlockSeed2(full_node_min, seed);
250 // Generate base terrain, mountains, and ridges with initial heightmaps
251 s16 stone_surface_max_y = generateTerrain();
254 updateHeightmap(node_min, node_max);
256 // Create biomemap at heightmap surface
257 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
258 noise_humidity->result, heightmap, biomemap);
260 // Actually place the biome-specific nodes
261 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
263 if (flags & MG_CAVES)
264 generateCaves(stone_surface_max_y);
266 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
269 dp.np_rarity = nparams_dungeon_rarity;
270 dp.np_density = nparams_dungeon_density;
271 dp.np_wetness = nparams_dungeon_wetness;
272 dp.c_water = c_water_source;
273 if (stone_type == STONE) {
274 dp.c_cobble = c_cobble;
275 dp.c_moss = c_mossycobble;
276 dp.c_stair = c_stair_cobble;
278 dp.diagonal_dirs = false;
280 dp.holesize = v3s16(1, 2, 1);
281 dp.roomsize = v3s16(0, 0, 0);
282 dp.notifytype = GENNOTIFY_DUNGEON;
283 } else if (stone_type == DESERT_STONE) {
284 dp.c_cobble = c_desert_stone;
285 dp.c_moss = c_desert_stone;
286 dp.c_stair = c_desert_stone;
288 dp.diagonal_dirs = true;
290 dp.holesize = v3s16(2, 3, 2);
291 dp.roomsize = v3s16(2, 5, 2);
292 dp.notifytype = GENNOTIFY_TEMPLE;
293 } else if (stone_type == SANDSTONE) {
294 dp.c_cobble = c_sandstonebrick;
295 dp.c_moss = c_sandstonebrick;
296 dp.c_stair = c_sandstonebrick;
298 dp.diagonal_dirs = false;
300 dp.holesize = v3s16(2, 2, 2);
301 dp.roomsize = v3s16(2, 0, 2);
302 dp.notifytype = GENNOTIFY_DUNGEON;
305 DungeonGen dgen(this, &dp);
306 dgen.generate(blockseed, full_node_min, full_node_max);
309 // Generate the registered decorations
310 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
312 // Generate the registered ores
313 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
315 // Sprinkle some dust on top after everything else was generated
318 //printf("makeChunk: %dms\n", t.stop());
320 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
322 if (flags & MG_LIGHT)
323 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
324 full_node_min, full_node_max);
326 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
327 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
329 this->generating = false;
333 void MapgenFractal::calculateNoise()
335 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
337 int y = node_min.Y - 1;
340 noise_seabed->perlinMap2D(x, z);
342 if (flags & MG_CAVES) {
343 noise_cave1->perlinMap3D(x, y, z);
344 noise_cave2->perlinMap3D(x, y, z);
347 noise_heat->perlinMap2D(x, z);
348 noise_humidity->perlinMap2D(x, z);
349 noise_heat_blend->perlinMap2D(x, z);
350 noise_humidity_blend->perlinMap2D(x, z);
352 for (s32 i = 0; i < csize.X * csize.Z; i++) {
353 noise_heat->result[i] += noise_heat_blend->result[i];
354 noise_humidity->result[i] += noise_humidity_blend->result[i];
357 heatmap = noise_heat->result;
358 humidmap = noise_humidity->result;
359 //printf("calculateNoise: %dus\n", t.stop());
363 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
365 float cx, cy, cz, cw, ox, oy, oz, ow;
367 if (spflags & MGFRACTAL_JULIA) { // Julia set
372 ox = (float)x / scale_x + offset_x;
373 oy = (float)y / scale_y + offset_y;
374 oz = (float)z / scale_z + offset_z;
376 } else { // Mandelbrot set
377 cx = (float)x / scale_x + offset_x;
378 cy = (float)y / scale_y + offset_y;
379 cz = (float)z / scale_z + offset_z;
387 for (u16 iter = 0; iter < iterations; iter++) {
388 // 4D "Roundy" Mandelbrot set
389 float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
390 float ny = 2.0f * (ox * oy + oz * ow) + cy;
391 float nz = 2.0f * (ox * oz + oy * ow) + cz;
392 float nw = 2.0f * (ox * ow + oy * oz) + cw;
394 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
407 s16 MapgenFractal::generateTerrain()
409 MapNode n_air(CONTENT_AIR);
410 MapNode n_stone(c_stone);
411 MapNode n_water(c_water_source);
413 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
416 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
417 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
418 u32 vi = vm->m_area.index(node_min.X, y, z);
419 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
420 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
421 s16 seabed_height = noise_seabed->result[index2d];
423 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
424 vm->m_data[vi] = n_stone;
425 if (y > stone_surface_max_y)
426 stone_surface_max_y = y;
427 } else if (y <= water_level) {
428 vm->m_data[vi] = n_water;
430 vm->m_data[vi] = n_air;
439 return stone_surface_max_y;
443 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
445 v3s16 em = vm->m_area.getExtent();
447 MgStoneType stone_type = STONE;
449 for (s16 z = node_min.Z; z <= node_max.Z; z++)
450 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
454 u16 depth_water_top = 0;
455 u32 vi = vm->m_area.index(x, node_max.Y, z);
457 // Check node at base of mapchunk above, either a node of a previously
458 // generated mapchunk or if not, a node of overgenerated base terrain.
459 content_t c_above = vm->m_data[vi + em.X].getContent();
460 bool air_above = c_above == CONTENT_AIR;
461 bool water_above = c_above == c_water_source;
463 // If there is air or water above enable top/filler placement, otherwise force
464 // nplaced to stone level by setting a number exceeding any possible filler depth.
465 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
468 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
469 content_t c = vm->m_data[vi].getContent();
471 // Biome is recalculated each time an upper surface is detected while
472 // working down a column. The selected biome then remains in effect for
473 // all nodes below until the next surface and biome recalculation.
474 // Biome is recalculated:
475 // 1. At the surface of stone below air or water.
476 // 2. At the surface of water below air.
477 // 3. When stone or water is detected but biome has not yet been calculated.
478 if ((c == c_stone && (air_above || water_above || !biome)) ||
479 (c == c_water_source && (air_above || !biome))) {
480 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
481 depth_top = biome->depth_top;
482 base_filler = depth_top + biome->depth_filler;
483 depth_water_top = biome->depth_water_top;
485 // Detect stone type for dungeons during every biome calculation.
486 // This is more efficient than detecting per-node and will not
487 // miss any desert stone or sandstone biomes.
488 if (biome->c_stone == c_desert_stone)
489 stone_type = DESERT_STONE;
490 else if (biome->c_stone == c_sandstone)
491 stone_type = SANDSTONE;
495 content_t c_below = vm->m_data[vi - em.X].getContent();
497 // If the node below isn't solid, make this node stone, so that
498 // any top/filler nodes above are structurally supported.
499 // This is done by aborting the cycle of top/filler placement
500 // immediately by forcing nplaced to stone level.
501 if (c_below == CONTENT_AIR || c_below == c_water_source)
504 if (nplaced < depth_top) {
505 vm->m_data[vi] = MapNode(biome->c_top);
507 } else if (nplaced < base_filler) {
508 vm->m_data[vi] = MapNode(biome->c_filler);
511 vm->m_data[vi] = MapNode(biome->c_stone);
516 } else if (c == c_water_source) {
517 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
518 biome->c_water_top : biome->c_water);
519 nplaced = 0; // Enable top/filler placement for next surface
522 } else if (c == CONTENT_AIR) {
523 nplaced = 0; // Enable top/filler placement for next surface
526 } else { // Possible various nodes overgenerated from neighbouring mapchunks
527 nplaced = U16_MAX; // Disable top/filler placement
532 vm->m_area.add_y(em, vi, -1);
540 void MapgenFractal::dustTopNodes()
542 if (node_max.Y < water_level)
545 v3s16 em = vm->m_area.getExtent();
548 for (s16 z = node_min.Z; z <= node_max.Z; z++)
549 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
550 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
552 if (biome->c_dust == CONTENT_IGNORE)
555 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
556 content_t c_full_max = vm->m_data[vi].getContent();
559 if (c_full_max == CONTENT_AIR) {
560 y_start = full_node_max.Y - 1;
561 } else if (c_full_max == CONTENT_IGNORE) {
562 vi = vm->m_area.index(x, node_max.Y + 1, z);
563 content_t c_max = vm->m_data[vi].getContent();
565 if (c_max == CONTENT_AIR)
566 y_start = node_max.Y;
573 vi = vm->m_area.index(x, y_start, z);
574 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
575 if (vm->m_data[vi].getContent() != CONTENT_AIR)
578 vm->m_area.add_y(em, vi, -1);
581 content_t c = vm->m_data[vi].getContent();
582 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
583 vm->m_area.add_y(em, vi, 1);
584 vm->m_data[vi] = MapNode(biome->c_dust);
590 void MapgenFractal::generateCaves(s16 max_stone_y)
592 if (max_stone_y >= node_min.Y) {
595 for (s16 z = node_min.Z; z <= node_max.Z; z++)
596 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
597 u32 vi = vm->m_area.index(node_min.X, y, z);
598 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
599 float d1 = contour(noise_cave1->result[index]);
600 float d2 = contour(noise_cave2->result[index]);
602 content_t c = vm->m_data[vi].getContent();
603 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
606 vm->m_data[vi] = MapNode(CONTENT_AIR);
612 if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
615 PseudoRandom ps(blockseed + 21343);
616 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
617 for (u32 i = 0; i < bruises_count; i++) {
618 CaveFractal cave(this, &ps);
619 cave.makeCave(node_min, node_max, max_stone_y);