3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Additional development and fractal code by paramat
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_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
78 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
81 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
82 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
83 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
84 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
86 //// Resolve nodes to be used
87 INodeDefManager *ndef = emerge->ndef;
89 c_stone = ndef->getId("mapgen_stone");
90 c_water_source = ndef->getId("mapgen_water_source");
91 c_lava_source = ndef->getId("mapgen_lava_source");
92 c_desert_stone = ndef->getId("mapgen_desert_stone");
93 c_ice = ndef->getId("mapgen_ice");
94 c_sandstone = ndef->getId("mapgen_sandstone");
96 c_cobble = ndef->getId("mapgen_cobble");
97 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
98 c_mossycobble = ndef->getId("mapgen_mossycobble");
99 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
100 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
102 if (c_ice == CONTENT_IGNORE)
104 if (c_mossycobble == CONTENT_IGNORE)
105 c_mossycobble = c_cobble;
106 if (c_stair_cobble == CONTENT_IGNORE)
107 c_stair_cobble = c_cobble;
108 if (c_sandstonebrick == CONTENT_IGNORE)
109 c_sandstonebrick = c_sandstone;
110 if (c_stair_sandstonebrick == CONTENT_IGNORE)
111 c_stair_sandstonebrick = c_sandstone;
115 MapgenFractal::~MapgenFractal()
121 delete noise_humidity;
122 delete noise_heat_blend;
123 delete noise_humidity_blend;
130 MapgenFractalParams::MapgenFractalParams()
147 np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
148 np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
152 void MapgenFractalParams::readParams(const Settings *settings)
154 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
156 settings->getU16NoEx("mgfractal_iterations", iterations);
157 settings->getFloatNoEx("mgfractal_scale_x", scale_x);
158 settings->getFloatNoEx("mgfractal_scale_y", scale_y);
159 settings->getFloatNoEx("mgfractal_scale_z", scale_z);
160 settings->getFloatNoEx("mgfractal_offset_x", offset_x);
161 settings->getFloatNoEx("mgfractal_offset_y", offset_y);
162 settings->getFloatNoEx("mgfractal_offset_z", offset_z);
163 settings->getFloatNoEx("mgfractal_slice_w", slice_w);
164 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
165 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
166 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
167 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
169 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
170 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
174 void MapgenFractalParams::writeParams(Settings *settings) const
176 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
178 settings->setU16("mgfractal_iterations", iterations);
179 settings->setFloat("mgfractal_scale_x", scale_x);
180 settings->setFloat("mgfractal_scale_y", scale_y);
181 settings->setFloat("mgfractal_scale_z", scale_z);
182 settings->setFloat("mgfractal_offset_x", offset_x);
183 settings->setFloat("mgfractal_offset_y", offset_y);
184 settings->setFloat("mgfractal_offset_z", offset_z);
185 settings->setFloat("mgfractal_slice_w", slice_w);
186 settings->setFloat("mgfractal_julia_x", julia_x);
187 settings->setFloat("mgfractal_julia_y", julia_y);
188 settings->setFloat("mgfractal_julia_z", julia_z);
189 settings->setFloat("mgfractal_julia_w", julia_w);
191 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
192 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
196 /////////////////////////////////////////////////////////////////
199 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
201 s16 search_top = water_level + 128;
202 s16 search_base = water_level;
203 s16 level = -MAX_MAP_GENERATION_LIMIT;
204 for (s16 y = search_top; y >= search_base; y--) {
205 if (getTerrainAtPoint(p.X, y, p.Y))
213 void MapgenFractal::makeChunk(BlockMakeData *data)
216 assert(data->vmanip);
217 assert(data->nodedef);
218 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
219 data->blockpos_requested.Y >= data->blockpos_min.Y &&
220 data->blockpos_requested.Z >= data->blockpos_min.Z);
221 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
222 data->blockpos_requested.Y <= data->blockpos_max.Y &&
223 data->blockpos_requested.Z <= data->blockpos_max.Z);
225 this->generating = true;
226 this->vm = data->vmanip;
227 this->ndef = data->nodedef;
228 //TimeTaker t("makeChunk");
230 v3s16 blockpos_min = data->blockpos_min;
231 v3s16 blockpos_max = data->blockpos_max;
232 node_min = blockpos_min * MAP_BLOCKSIZE;
233 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
234 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
235 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
237 blockseed = getBlockSeed2(full_node_min, seed);
242 // Generate base terrain, mountains, and ridges with initial heightmaps
243 s16 stone_surface_max_y = generateTerrain();
246 updateHeightmap(node_min, node_max);
248 // Create biomemap at heightmap surface
249 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
250 noise_humidity->result, heightmap, biomemap);
252 // Actually place the biome-specific nodes
253 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
255 if (flags & MG_CAVES)
256 generateCaves(stone_surface_max_y);
258 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
261 dp.np_rarity = nparams_dungeon_rarity;
262 dp.np_density = nparams_dungeon_density;
263 dp.np_wetness = nparams_dungeon_wetness;
264 dp.c_water = c_water_source;
265 if (stone_type == STONE) {
266 dp.c_cobble = c_cobble;
267 dp.c_moss = c_mossycobble;
268 dp.c_stair = c_stair_cobble;
270 dp.diagonal_dirs = false;
272 dp.holesize = v3s16(1, 2, 1);
273 dp.roomsize = v3s16(0, 0, 0);
274 dp.notifytype = GENNOTIFY_DUNGEON;
275 } else if (stone_type == DESERT_STONE) {
276 dp.c_cobble = c_desert_stone;
277 dp.c_moss = c_desert_stone;
278 dp.c_stair = c_desert_stone;
280 dp.diagonal_dirs = true;
282 dp.holesize = v3s16(2, 3, 2);
283 dp.roomsize = v3s16(2, 5, 2);
284 dp.notifytype = GENNOTIFY_TEMPLE;
285 } else if (stone_type == SANDSTONE) {
286 dp.c_cobble = c_sandstonebrick;
287 dp.c_moss = c_sandstonebrick;
288 dp.c_stair = c_sandstonebrick;
290 dp.diagonal_dirs = false;
292 dp.holesize = v3s16(2, 2, 2);
293 dp.roomsize = v3s16(2, 0, 2);
294 dp.notifytype = GENNOTIFY_DUNGEON;
297 DungeonGen dgen(this, &dp);
298 dgen.generate(blockseed, full_node_min, full_node_max);
301 // Generate the registered decorations
302 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
304 // Generate the registered ores
305 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
307 // Sprinkle some dust on top after everything else was generated
310 //printf("makeChunk: %dms\n", t.stop());
312 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
314 if (flags & MG_LIGHT)
315 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
316 full_node_min, full_node_max);
318 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
319 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
321 this->generating = false;
325 void MapgenFractal::calculateNoise()
327 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
329 int y = node_min.Y - 1;
332 if (flags & MG_CAVES) {
333 noise_cave1->perlinMap3D(x, y, z);
334 noise_cave2->perlinMap3D(x, y, z);
337 noise_heat->perlinMap2D(x, z);
338 noise_humidity->perlinMap2D(x, z);
339 noise_heat_blend->perlinMap2D(x, z);
340 noise_humidity_blend->perlinMap2D(x, z);
342 for (s32 i = 0; i < csize.X * csize.Z; i++) {
343 noise_heat->result[i] += noise_heat_blend->result[i];
344 noise_humidity->result[i] += noise_humidity_blend->result[i];
347 heatmap = noise_heat->result;
348 humidmap = noise_humidity->result;
349 //printf("calculateNoise: %dus\n", t.stop());
353 bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
355 float cx, cy, cz, cw, ox, oy, oz, ow;
357 if (spflags & MGFRACTAL_JULIA) { // Julia set
362 ox = (float)x / scale_x + offset_x;
363 oy = (float)y / scale_y + offset_y;
364 oz = (float)z / scale_z + offset_z;
366 } else { // Mandelbrot set
367 cx = (float)x / scale_x + offset_x;
368 cy = (float)y / scale_y + offset_y;
369 cz = (float)z / scale_z + offset_z;
377 for (u16 iter = 0; iter < iterations; iter++) {
378 // 4D "Roundy" Mandelbrot set
379 float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
380 float ny = 2.0 * (ox * oy + oz * ow) + cy;
381 float nz = 2.0 * (ox * oz + oy * ow) + cz;
382 float nw = 2.0 * (ox * ow + oy * oz) + cw;
384 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0) {
398 s16 MapgenFractal::generateTerrain()
400 MapNode n_air(CONTENT_AIR);
401 MapNode n_stone(c_stone);
402 MapNode n_water(c_water_source);
404 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
406 for (s16 z = node_min.Z; z <= node_max.Z; z++)
407 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
408 u32 i = vm->m_area.index(node_min.X, y, z);
409 for (s16 x = node_min.X; x <= node_max.X; x++, i++) {
410 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
411 if (getTerrainAtPoint(x, y, z)) {
412 vm->m_data[i] = n_stone;
413 if (y > stone_surface_max_y)
414 stone_surface_max_y = y;
415 } else if (y <= water_level) {
416 vm->m_data[i] = n_water;
418 vm->m_data[i] = n_air;
424 return stone_surface_max_y;
428 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
430 v3s16 em = vm->m_area.getExtent();
432 MgStoneType stone_type = STONE;
434 for (s16 z = node_min.Z; z <= node_max.Z; z++)
435 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
439 u16 depth_water_top = 0;
440 u32 vi = vm->m_area.index(x, node_max.Y, z);
442 // Check node at base of mapchunk above, either a node of a previously
443 // generated mapchunk or if not, a node of overgenerated base terrain.
444 content_t c_above = vm->m_data[vi + em.X].getContent();
445 bool air_above = c_above == CONTENT_AIR;
446 bool water_above = c_above == c_water_source;
448 // If there is air or water above enable top/filler placement, otherwise force
449 // nplaced to stone level by setting a number exceeding any possible filler depth.
450 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
453 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
454 content_t c = vm->m_data[vi].getContent();
456 // Biome is recalculated each time an upper surface is detected while
457 // working down a column. The selected biome then remains in effect for
458 // all nodes below until the next surface and biome recalculation.
459 // Biome is recalculated:
460 // 1. At the surface of stone below air or water.
461 // 2. At the surface of water below air.
462 // 3. When stone or water is detected but biome has not yet been calculated.
463 if ((c == c_stone && (air_above || water_above || !biome)) ||
464 (c == c_water_source && (air_above || !biome))) {
465 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
466 depth_top = biome->depth_top;
467 base_filler = depth_top + biome->depth_filler;
468 depth_water_top = biome->depth_water_top;
470 // Detect stone type for dungeons during every biome calculation.
471 // This is more efficient than detecting per-node and will not
472 // miss any desert stone or sandstone biomes.
473 if (biome->c_stone == c_desert_stone)
474 stone_type = DESERT_STONE;
475 else if (biome->c_stone == c_sandstone)
476 stone_type = SANDSTONE;
480 content_t c_below = vm->m_data[vi - em.X].getContent();
482 // If the node below isn't solid, make this node stone, so that
483 // any top/filler nodes above are structurally supported.
484 // This is done by aborting the cycle of top/filler placement
485 // immediately by forcing nplaced to stone level.
486 if (c_below == CONTENT_AIR || c_below == c_water_source)
489 if (nplaced < depth_top) {
490 vm->m_data[vi] = MapNode(biome->c_top);
492 } else if (nplaced < base_filler) {
493 vm->m_data[vi] = MapNode(biome->c_filler);
496 vm->m_data[vi] = MapNode(biome->c_stone);
501 } else if (c == c_water_source) {
502 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
503 biome->c_water_top : biome->c_water);
504 nplaced = 0; // Enable top/filler placement for next surface
507 } else if (c == CONTENT_AIR) {
508 nplaced = 0; // Enable top/filler placement for next surface
511 } else { // Possible various nodes overgenerated from neighbouring mapchunks
512 nplaced = U16_MAX; // Disable top/filler placement
517 vm->m_area.add_y(em, vi, -1);
525 void MapgenFractal::dustTopNodes()
527 if (node_max.Y < water_level)
530 v3s16 em = vm->m_area.getExtent();
533 for (s16 z = node_min.Z; z <= node_max.Z; z++)
534 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
535 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
537 if (biome->c_dust == CONTENT_IGNORE)
540 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
541 content_t c_full_max = vm->m_data[vi].getContent();
544 if (c_full_max == CONTENT_AIR) {
545 y_start = full_node_max.Y - 1;
546 } else if (c_full_max == CONTENT_IGNORE) {
547 vi = vm->m_area.index(x, node_max.Y + 1, z);
548 content_t c_max = vm->m_data[vi].getContent();
550 if (c_max == CONTENT_AIR)
551 y_start = node_max.Y;
558 vi = vm->m_area.index(x, y_start, z);
559 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
560 if (vm->m_data[vi].getContent() != CONTENT_AIR)
563 vm->m_area.add_y(em, vi, -1);
566 content_t c = vm->m_data[vi].getContent();
567 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
568 vm->m_area.add_y(em, vi, 1);
569 vm->m_data[vi] = MapNode(biome->c_dust);
575 void MapgenFractal::generateCaves(s16 max_stone_y)
577 if (max_stone_y >= node_min.Y) {
580 for (s16 z = node_min.Z; z <= node_max.Z; z++)
581 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
582 u32 i = vm->m_area.index(node_min.X, y, z);
583 for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
584 float d1 = contour(noise_cave1->result[index]);
585 float d2 = contour(noise_cave2->result[index]);
587 content_t c = vm->m_data[i].getContent();
588 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
591 vm->m_data[i] = MapNode(CONTENT_AIR);