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->m_iterations = sp->m_iterations;
71 this->m_scale = sp->m_scale;
72 this->m_offset = sp->m_offset;
73 this->m_slice_w = sp->m_slice_w;
75 this->j_iterations = sp->j_iterations;
76 this->j_scale = sp->j_scale;
77 this->j_offset = sp->j_offset;
78 this->j_slice_w = sp->j_slice_w;
79 this->julia_x = sp->julia_x;
80 this->julia_y = sp->julia_y;
81 this->julia_z = sp->julia_z;
82 this->julia_w = sp->julia_w;
85 noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
88 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
89 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
92 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
93 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
94 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
95 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
97 //// Resolve nodes to be used
98 INodeDefManager *ndef = emerge->ndef;
100 c_stone = ndef->getId("mapgen_stone");
101 c_water_source = ndef->getId("mapgen_water_source");
102 c_lava_source = ndef->getId("mapgen_lava_source");
103 c_desert_stone = ndef->getId("mapgen_desert_stone");
104 c_ice = ndef->getId("mapgen_ice");
105 c_sandstone = ndef->getId("mapgen_sandstone");
107 c_cobble = ndef->getId("mapgen_cobble");
108 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
109 c_mossycobble = ndef->getId("mapgen_mossycobble");
110 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
111 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
113 if (c_ice == CONTENT_IGNORE)
115 if (c_mossycobble == CONTENT_IGNORE)
116 c_mossycobble = c_cobble;
117 if (c_stair_cobble == CONTENT_IGNORE)
118 c_stair_cobble = c_cobble;
119 if (c_sandstonebrick == CONTENT_IGNORE)
120 c_sandstonebrick = c_sandstone;
121 if (c_stair_sandstonebrick == CONTENT_IGNORE)
122 c_stair_sandstonebrick = c_sandstone;
126 MapgenFractal::~MapgenFractal()
134 delete noise_humidity;
135 delete noise_heat_blend;
136 delete noise_humidity_blend;
143 MapgenFractalParams::MapgenFractalParams()
147 m_iterations = 9; // Mandelbrot set only
148 m_scale = v3f(1024.0, 256.0, 1024.0);
149 m_offset = v3f(1.75, 0.0, 0.0);
152 j_iterations = 9; // Julia set only
153 j_scale = v3f(2048.0, 512.0, 2048.0);
154 j_offset = v3f(0.0, 1.0, 0.0);
161 np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
162 np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
163 np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
167 void MapgenFractalParams::readParams(const Settings *settings)
169 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
171 settings->getU16NoEx("mgfractal_m_iterations", m_iterations);
172 settings->getV3FNoEx("mgfractal_m_scale", m_scale);
173 settings->getV3FNoEx("mgfractal_m_offset", m_offset);
174 settings->getFloatNoEx("mgfractal_m_slice_w", m_slice_w);
176 settings->getU16NoEx("mgfractal_j_iterations", j_iterations);
177 settings->getV3FNoEx("mgfractal_j_scale", j_scale);
178 settings->getV3FNoEx("mgfractal_j_offset", j_offset);
179 settings->getFloatNoEx("mgfractal_j_slice_w", j_slice_w);
180 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
181 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
182 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
183 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
185 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
186 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
187 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
191 void MapgenFractalParams::writeParams(Settings *settings) const
193 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
195 settings->setU16("mgfractal_m_iterations", m_iterations);
196 settings->setV3F("mgfractal_m_scale", m_scale);
197 settings->setV3F("mgfractal_m_offset", m_offset);
198 settings->setFloat("mgfractal_m_slice_w", m_slice_w);
200 settings->setU16("mgfractal_j_iterations", j_iterations);
201 settings->setV3F("mgfractal_j_scale", j_scale);
202 settings->setV3F("mgfractal_j_offset", j_offset);
203 settings->setFloat("mgfractal_j_slice_w", j_slice_w);
204 settings->setFloat("mgfractal_julia_x", julia_x);
205 settings->setFloat("mgfractal_julia_y", julia_y);
206 settings->setFloat("mgfractal_julia_z", julia_z);
207 settings->setFloat("mgfractal_julia_w", julia_w);
209 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
210 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
211 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
215 /////////////////////////////////////////////////////////////////
218 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
220 s16 search_start = 128;
221 s16 search_end = -128;
223 for (s16 y = search_start; y >= search_end; y--) {
224 if (getFractalAtPoint(p.X, y, p.Y))
228 return -MAX_MAP_GENERATION_LIMIT;
232 void MapgenFractal::makeChunk(BlockMakeData *data)
235 assert(data->vmanip);
236 assert(data->nodedef);
237 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
238 data->blockpos_requested.Y >= data->blockpos_min.Y &&
239 data->blockpos_requested.Z >= data->blockpos_min.Z);
240 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
241 data->blockpos_requested.Y <= data->blockpos_max.Y &&
242 data->blockpos_requested.Z <= data->blockpos_max.Z);
244 this->generating = true;
245 this->vm = data->vmanip;
246 this->ndef = data->nodedef;
247 TimeTaker t("makeChunk");
249 v3s16 blockpos_min = data->blockpos_min;
250 v3s16 blockpos_max = data->blockpos_max;
251 node_min = blockpos_min * MAP_BLOCKSIZE;
252 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
253 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
254 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
256 blockseed = getBlockSeed2(full_node_min, seed);
261 // Generate base terrain, mountains, and ridges with initial heightmaps
262 s16 stone_surface_max_y = generateTerrain();
265 updateHeightmap(node_min, node_max);
267 // Create biomemap at heightmap surface
268 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
269 noise_humidity->result, heightmap, biomemap);
271 // Actually place the biome-specific nodes
272 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
274 if (flags & MG_CAVES)
275 generateCaves(stone_surface_max_y);
277 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
280 dp.np_rarity = nparams_dungeon_rarity;
281 dp.np_density = nparams_dungeon_density;
282 dp.np_wetness = nparams_dungeon_wetness;
283 dp.c_water = c_water_source;
284 if (stone_type == STONE) {
285 dp.c_cobble = c_cobble;
286 dp.c_moss = c_mossycobble;
287 dp.c_stair = c_stair_cobble;
289 dp.diagonal_dirs = false;
291 dp.holesize = v3s16(1, 2, 1);
292 dp.roomsize = v3s16(0, 0, 0);
293 dp.notifytype = GENNOTIFY_DUNGEON;
294 } else if (stone_type == DESERT_STONE) {
295 dp.c_cobble = c_desert_stone;
296 dp.c_moss = c_desert_stone;
297 dp.c_stair = c_desert_stone;
299 dp.diagonal_dirs = true;
301 dp.holesize = v3s16(2, 3, 2);
302 dp.roomsize = v3s16(2, 5, 2);
303 dp.notifytype = GENNOTIFY_TEMPLE;
304 } else if (stone_type == SANDSTONE) {
305 dp.c_cobble = c_sandstonebrick;
306 dp.c_moss = c_sandstonebrick;
307 dp.c_stair = c_sandstonebrick;
309 dp.diagonal_dirs = false;
311 dp.holesize = v3s16(2, 2, 2);
312 dp.roomsize = v3s16(2, 0, 2);
313 dp.notifytype = GENNOTIFY_DUNGEON;
316 DungeonGen dgen(this, &dp);
317 dgen.generate(blockseed, full_node_min, full_node_max);
320 // Generate the registered decorations
321 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
323 // Generate the registered ores
324 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
326 // Sprinkle some dust on top after everything else was generated
329 printf("makeChunk: %dms\n", t.stop());
331 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
333 if (flags & MG_LIGHT)
334 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
335 full_node_min, full_node_max);
337 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
338 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
340 this->generating = false;
344 void MapgenFractal::calculateNoise()
346 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
348 int y = node_min.Y - 1;
351 noise_seabed->perlinMap2D(x, z);
353 if (flags & MG_CAVES) {
354 noise_cave1->perlinMap3D(x, y, z);
355 noise_cave2->perlinMap3D(x, y, z);
358 noise_heat->perlinMap2D(x, z);
359 noise_humidity->perlinMap2D(x, z);
360 noise_heat_blend->perlinMap2D(x, z);
361 noise_humidity_blend->perlinMap2D(x, z);
363 for (s32 i = 0; i < csize.X * csize.Z; i++) {
364 noise_heat->result[i] += noise_heat_blend->result[i];
365 noise_humidity->result[i] += noise_humidity_blend->result[i];
368 heatmap = noise_heat->result;
369 humidmap = noise_humidity->result;
370 //printf("calculateNoise: %dus\n", t.stop());
374 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
376 float cx, cy, cz, cw, ox, oy, oz, ow;
378 if (spflags & MGFRACTAL_JULIA) { // Julia set
383 ox = (float)x / j_scale.X - j_offset.X;
384 oy = (float)y / j_scale.Y - j_offset.Y;
385 oz = (float)z / j_scale.Z - j_offset.Z;
387 } else { // Mandelbrot set
388 cx = (float)x / m_scale.X - m_offset.X;
389 cy = (float)y / m_scale.Y - m_offset.Y;
390 cz = (float)z / m_scale.Z - m_offset.Z;
398 u16 iterations = spflags & MGFRACTAL_JULIA ? j_iterations : m_iterations;
400 for (u16 iter = 0; iter < iterations; iter++) {
401 // 4D "Roundy" Mandelbrot set
402 float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
403 float ny = 2.0f * (ox * oy + oz * ow) + cy;
404 float nz = 2.0f * (ox * oz + oy * ow) + cz;
405 float nw = 2.0f * (ox * ow + oy * oz) + cw;
407 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
420 s16 MapgenFractal::generateTerrain()
422 MapNode n_air(CONTENT_AIR);
423 MapNode n_stone(c_stone);
424 MapNode n_water(c_water_source);
426 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
429 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
430 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
431 u32 vi = vm->m_area.index(node_min.X, y, z);
432 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
433 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
434 s16 seabed_height = noise_seabed->result[index2d];
436 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
437 vm->m_data[vi] = n_stone;
438 if (y > stone_surface_max_y)
439 stone_surface_max_y = y;
440 } else if (y <= water_level) {
441 vm->m_data[vi] = n_water;
443 vm->m_data[vi] = n_air;
452 return stone_surface_max_y;
456 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
458 v3s16 em = vm->m_area.getExtent();
460 MgStoneType stone_type = STONE;
462 for (s16 z = node_min.Z; z <= node_max.Z; z++)
463 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
467 u16 depth_water_top = 0;
468 u32 vi = vm->m_area.index(x, node_max.Y, z);
470 // Check node at base of mapchunk above, either a node of a previously
471 // generated mapchunk or if not, a node of overgenerated base terrain.
472 content_t c_above = vm->m_data[vi + em.X].getContent();
473 bool air_above = c_above == CONTENT_AIR;
474 bool water_above = c_above == c_water_source;
476 // If there is air or water above enable top/filler placement, otherwise force
477 // nplaced to stone level by setting a number exceeding any possible filler depth.
478 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
481 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
482 content_t c = vm->m_data[vi].getContent();
484 // Biome is recalculated each time an upper surface is detected while
485 // working down a column. The selected biome then remains in effect for
486 // all nodes below until the next surface and biome recalculation.
487 // Biome is recalculated:
488 // 1. At the surface of stone below air or water.
489 // 2. At the surface of water below air.
490 // 3. When stone or water is detected but biome has not yet been calculated.
491 if ((c == c_stone && (air_above || water_above || !biome)) ||
492 (c == c_water_source && (air_above || !biome))) {
493 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
494 depth_top = biome->depth_top;
495 base_filler = depth_top + biome->depth_filler;
496 depth_water_top = biome->depth_water_top;
498 // Detect stone type for dungeons during every biome calculation.
499 // This is more efficient than detecting per-node and will not
500 // miss any desert stone or sandstone biomes.
501 if (biome->c_stone == c_desert_stone)
502 stone_type = DESERT_STONE;
503 else if (biome->c_stone == c_sandstone)
504 stone_type = SANDSTONE;
508 content_t c_below = vm->m_data[vi - em.X].getContent();
510 // If the node below isn't solid, make this node stone, so that
511 // any top/filler nodes above are structurally supported.
512 // This is done by aborting the cycle of top/filler placement
513 // immediately by forcing nplaced to stone level.
514 if (c_below == CONTENT_AIR || c_below == c_water_source)
517 if (nplaced < depth_top) {
518 vm->m_data[vi] = MapNode(biome->c_top);
520 } else if (nplaced < base_filler) {
521 vm->m_data[vi] = MapNode(biome->c_filler);
524 vm->m_data[vi] = MapNode(biome->c_stone);
529 } else if (c == c_water_source) {
530 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
531 biome->c_water_top : biome->c_water);
532 nplaced = 0; // Enable top/filler placement for next surface
535 } else if (c == CONTENT_AIR) {
536 nplaced = 0; // Enable top/filler placement for next surface
539 } else { // Possible various nodes overgenerated from neighbouring mapchunks
540 nplaced = U16_MAX; // Disable top/filler placement
545 vm->m_area.add_y(em, vi, -1);
553 void MapgenFractal::dustTopNodes()
555 if (node_max.Y < water_level)
558 v3s16 em = vm->m_area.getExtent();
561 for (s16 z = node_min.Z; z <= node_max.Z; z++)
562 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
563 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
565 if (biome->c_dust == CONTENT_IGNORE)
568 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
569 content_t c_full_max = vm->m_data[vi].getContent();
572 if (c_full_max == CONTENT_AIR) {
573 y_start = full_node_max.Y - 1;
574 } else if (c_full_max == CONTENT_IGNORE) {
575 vi = vm->m_area.index(x, node_max.Y + 1, z);
576 content_t c_max = vm->m_data[vi].getContent();
578 if (c_max == CONTENT_AIR)
579 y_start = node_max.Y;
586 vi = vm->m_area.index(x, y_start, z);
587 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
588 if (vm->m_data[vi].getContent() != CONTENT_AIR)
591 vm->m_area.add_y(em, vi, -1);
594 content_t c = vm->m_data[vi].getContent();
595 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
596 vm->m_area.add_y(em, vi, 1);
597 vm->m_data[vi] = MapNode(biome->c_dust);
603 void MapgenFractal::generateCaves(s16 max_stone_y)
605 if (max_stone_y >= node_min.Y) {
608 for (s16 z = node_min.Z; z <= node_max.Z; z++)
609 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
610 u32 vi = vm->m_area.index(node_min.X, y, z);
611 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
612 float d1 = contour(noise_cave1->result[index]);
613 float d2 = contour(noise_cave2->result[index]);
614 if (d1 * d2 > 0.4f) {
615 content_t c = vm->m_data[vi].getContent();
616 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
619 vm->m_data[vi] = MapNode(CONTENT_AIR);
625 if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
628 PseudoRandom ps(blockseed + 21343);
629 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
630 for (u32 i = 0; i < bruises_count; i++) {
631 CaveFractal cave(this, &ps);
632 cave.makeCave(node_min, node_max, max_stone_y);