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authorparamat <mat.gregory@virginmedia.com>2015-04-14 04:38:01 +0100
committerparamat <mat.gregory@virginmedia.com>2015-10-06 06:43:04 +0100
commite62eac49d590ca53fa250c0367dd9850729156b3 (patch)
tree5d87fd285c0c1e637721326d8f92ffd08de24244 /src/mapgen_fractal.cpp
parentce1a70c70355f2a08fc64d63b1fd3f23743d934f (diff)
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Mapgen: Add 4D fractal mapgen
Diffstat (limited to 'src/mapgen_fractal.cpp')
-rw-r--r--src/mapgen_fractal.cpp597
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diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp
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+/*
+Minetest
+Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Additional development and fractal code by paramat
+
+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
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+
+#include "mapgen.h"
+#include "voxel.h"
+#include "noise.h"
+#include "mapblock.h"
+#include "mapnode.h"
+#include "map.h"
+#include "content_sao.h"
+#include "nodedef.h"
+#include "voxelalgorithms.h"
+#include "settings.h" // For g_settings
+#include "emerge.h"
+#include "dungeongen.h"
+#include "cavegen.h"
+#include "treegen.h"
+#include "mg_biome.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
+#include "mapgen_fractal.h"
+
+
+FlagDesc flagdesc_mapgen_fractal[] = {
+ {"julia", MGFRACTAL_JULIA},
+ {NULL, 0}
+};
+
+///////////////////////////////////////////////////////////////////////////////////////
+
+
+MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->m_emerge = emerge;
+ this->bmgr = emerge->biomemgr;
+
+ //// amount of elements to skip for the next index
+ //// for noise/height/biome maps (not vmanip)
+ this->ystride = csize.X;
+ this->zstride = csize.X * (csize.Y + 2);
+
+ this->biomemap = new u8[csize.X * csize.Z];
+ this->heightmap = new s16[csize.X * csize.Z];
+ this->heatmap = NULL;
+ this->humidmap = NULL;
+
+ MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
+ this->spflags = sp->spflags;
+ this->iterations = sp->iterations;
+ this->scale_x = sp->scale_x;
+ this->scale_y = sp->scale_y;
+ this->scale_z = sp->scale_z;
+ this->offset_x = sp->offset_x;
+ this->offset_y = sp->offset_y;
+ this->offset_z = sp->offset_z;
+
+ //// 3d terrain noise
+ noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
+
+ //// Biome noise
+ noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
+ noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
+ noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
+ noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
+
+ //// Resolve nodes to be used
+ INodeDefManager *ndef = emerge->ndef;
+
+ c_stone = ndef->getId("mapgen_stone");
+ c_water_source = ndef->getId("mapgen_water_source");
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_ice = ndef->getId("mapgen_ice");
+ c_sandstone = ndef->getId("mapgen_sandstone");
+
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
+ c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
+
+ if (c_ice == CONTENT_IGNORE)
+ c_ice = CONTENT_AIR;
+ if (c_mossycobble == CONTENT_IGNORE)
+ c_mossycobble = c_cobble;
+ if (c_stair_cobble == CONTENT_IGNORE)
+ c_stair_cobble = c_cobble;
+ if (c_sandstonebrick == CONTENT_IGNORE)
+ c_sandstonebrick = c_sandstone;
+ if (c_stair_sandstonebrick == CONTENT_IGNORE)
+ c_stair_sandstonebrick = c_sandstone;
+}
+
+
+MapgenFractal::~MapgenFractal()
+{
+ delete noise_cave1;
+ delete noise_cave2;
+
+ delete noise_heat;
+ delete noise_humidity;
+ delete noise_heat_blend;
+ delete noise_humidity_blend;
+
+ delete[] heightmap;
+ delete[] biomemap;
+}
+
+
+MapgenFractalParams::MapgenFractalParams()
+{
+ spflags = 0;
+
+ iterations = 9;
+ scale_x = 1024;
+ scale_y = 256;
+ scale_z = 1024;
+ offset_x = -1.75;
+ offset_y = 0;
+ offset_z = 0;
+ slice_w = 0.5;
+ julia_x = 0.33;
+ julia_y = 0.33;
+ julia_z = 0.33;
+ julia_w = 0.33;
+
+ np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
+}
+
+
+void MapgenFractalParams::readParams(const Settings *settings)
+{
+ settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
+
+ settings->getU16NoEx("mgfractal_iterations", iterations);
+ settings->getFloatNoEx("mgfractal_scale_x", scale_x);
+ settings->getFloatNoEx("mgfractal_scale_y", scale_y);
+ settings->getFloatNoEx("mgfractal_scale_z", scale_z);
+ settings->getFloatNoEx("mgfractal_offset_x", offset_x);
+ settings->getFloatNoEx("mgfractal_offset_y", offset_y);
+ settings->getFloatNoEx("mgfractal_offset_z", offset_z);
+ settings->getFloatNoEx("mgfractal_slice_w", slice_w);
+ settings->getFloatNoEx("mgfractal_julia_x", julia_x);
+ settings->getFloatNoEx("mgfractal_julia_y", julia_y);
+ settings->getFloatNoEx("mgfractal_julia_z", julia_z);
+ settings->getFloatNoEx("mgfractal_julia_w", julia_w);
+
+ settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
+ settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
+}
+
+
+void MapgenFractalParams::writeParams(Settings *settings) const
+{
+ settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
+
+ settings->setU16("mgfractal_iterations", iterations);
+ settings->setFloat("mgfractal_scale_x", scale_x);
+ settings->setFloat("mgfractal_scale_y", scale_y);
+ settings->setFloat("mgfractal_scale_z", scale_z);
+ settings->setFloat("mgfractal_offset_x", offset_x);
+ settings->setFloat("mgfractal_offset_y", offset_y);
+ settings->setFloat("mgfractal_offset_z", offset_z);
+ settings->setFloat("mgfractal_slice_w", slice_w);
+ settings->setFloat("mgfractal_julia_x", julia_x);
+ settings->setFloat("mgfractal_julia_y", julia_y);
+ settings->setFloat("mgfractal_julia_z", julia_z);
+ settings->setFloat("mgfractal_julia_w", julia_w);
+
+ settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
+ settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
+}
+
+
+/////////////////////////////////////////////////////////////////
+
+
+int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
+{
+ s16 search_top = water_level + 128;
+ s16 search_base = water_level;
+ s16 level = -MAX_MAP_GENERATION_LIMIT;
+ for (s16 y = search_top; y >= search_base; y--) {
+ if (getTerrainAtPoint(p.X, y, p.Y))
+ return y;
+ }
+
+ return level;
+}
+
+
+void MapgenFractal::makeChunk(BlockMakeData *data)
+{
+ // Pre-conditions
+ assert(data->vmanip);
+ assert(data->nodedef);
+ assert(data->blockpos_requested.X >= data->blockpos_min.X &&
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
+ assert(data->blockpos_requested.X <= data->blockpos_max.X &&
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
+
+ this->generating = true;
+ this->vm = data->vmanip;
+ this->ndef = data->nodedef;
+ //TimeTaker t("makeChunk");
+
+ v3s16 blockpos_min = data->blockpos_min;
+ v3s16 blockpos_max = data->blockpos_max;
+ node_min = blockpos_min * MAP_BLOCKSIZE;
+ node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
+ full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
+ full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
+
+ blockseed = getBlockSeed2(full_node_min, seed);
+
+ // Make some noise
+ calculateNoise();
+
+ // Generate base terrain, mountains, and ridges with initial heightmaps
+ s16 stone_surface_max_y = generateTerrain();
+
+ // Create heightmap
+ updateHeightmap(node_min, node_max);
+
+ // Create biomemap at heightmap surface
+ bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
+ noise_humidity->result, heightmap, biomemap);
+
+ // Actually place the biome-specific nodes
+ MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
+
+ if (flags & MG_CAVES)
+ generateCaves(stone_surface_max_y);
+
+ if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
+ DungeonParams dp;
+
+ dp.np_rarity = nparams_dungeon_rarity;
+ dp.np_density = nparams_dungeon_density;
+ dp.np_wetness = nparams_dungeon_wetness;
+ dp.c_water = c_water_source;
+ if (stone_type == STONE) {
+ dp.c_cobble = c_cobble;
+ dp.c_moss = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 3.0;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ } else if (stone_type == DESERT_STONE) {
+ dp.c_cobble = c_desert_stone;
+ dp.c_moss = c_desert_stone;
+ dp.c_stair = c_desert_stone;
+
+ dp.diagonal_dirs = true;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ } else if (stone_type == SANDSTONE) {
+ dp.c_cobble = c_sandstonebrick;
+ dp.c_moss = c_sandstonebrick;
+ dp.c_stair = c_sandstonebrick;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 2, 2);
+ dp.roomsize = v3s16(2, 0, 2);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ }
+
+ DungeonGen dgen(this, &dp);
+ dgen.generate(blockseed, full_node_min, full_node_max);
+ }
+
+ // Generate the registered 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());
+
+ updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+
+ 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;
+}
+
+
+void MapgenFractal::calculateNoise()
+{
+ //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
+ int x = node_min.X;
+ int y = node_min.Y - 1;
+ int z = node_min.Z;
+
+ if (flags & MG_CAVES) {
+ noise_cave1->perlinMap3D(x, y, z);
+ noise_cave2->perlinMap3D(x, y, z);
+ }
+
+ noise_heat->perlinMap2D(x, z);
+ noise_humidity->perlinMap2D(x, z);
+ noise_heat_blend->perlinMap2D(x, z);
+ noise_humidity_blend->perlinMap2D(x, z);
+
+ for (s32 i = 0; i < csize.X * csize.Z; i++) {
+ noise_heat->result[i] += noise_heat_blend->result[i];
+ noise_humidity->result[i] += noise_humidity_blend->result[i];
+ }
+
+ heatmap = noise_heat->result;
+ humidmap = noise_humidity->result;
+ //printf("calculateNoise: %dus\n", t.stop());
+}
+
+
+bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
+{
+ float cx, cy, cz, cw, ox, oy, oz, ow;
+
+ if (spflags & MGFRACTAL_JULIA) { // Julia set
+ cx = julia_x;
+ cy = julia_y;
+ cz = julia_z;
+ cw = julia_w;
+ ox = (float)x / scale_x + offset_x;
+ oy = (float)y / scale_y + offset_y;
+ oz = (float)z / scale_z + offset_z;
+ ow = slice_w;
+ } else { // Mandelbrot set
+ cx = (float)x / scale_x + offset_x;
+ cy = (float)y / scale_y + offset_y;
+ cz = (float)z / scale_z + offset_z;
+ cw = slice_w;
+ ox = 0.0;
+ oy = 0.0;
+ oz = 0.0;
+ ow = 0.0;
+ }
+
+ for (u16 iter = 0; iter < iterations; iter++) {
+ // 4D "Roundy" Mandelbrot set
+ float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
+ float ny = 2.0 * (ox * oy + oz * ow) + cy;
+ float nz = 2.0 * (ox * oz + oy * ow) + cz;
+ float nw = 2.0 * (ox * ow + oy * oz) + cw;
+
+ if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0) {
+ return false;
+ }
+
+ ox = nx;
+ oy = ny;
+ oz = nz;
+ ow = nw;
+ }
+
+ return true;
+}
+
+
+s16 MapgenFractal::generateTerrain()
+{
+ MapNode n_air(CONTENT_AIR);
+ MapNode n_stone(c_stone);
+ MapNode n_water(c_water_source);
+
+ s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+
+ 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 i = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++, i++) {
+ if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
+ if (getTerrainAtPoint(x, y, z)) {
+ vm->m_data[i] = n_stone;
+ if (y > stone_surface_max_y)
+ stone_surface_max_y = y;
+ } else if (y <= water_level) {
+ vm->m_data[i] = n_water;
+ } else {
+ vm->m_data[i] = n_air;
+ }
+ }
+ }
+ }
+
+ return stone_surface_max_y;
+}
+
+
+MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
+{
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
+ MgStoneType stone_type = STONE;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+ Biome *biome = NULL;
+ u16 depth_top = 0;
+ u16 base_filler = 0;
+ u16 depth_water_top = 0;
+ u32 vi = vm->m_area.index(x, node_max.Y, z);
+
+ // Check node at base of mapchunk above, either a node of a previously
+ // generated mapchunk or if not, a node of overgenerated base terrain.
+ content_t c_above = vm->m_data[vi + em.X].getContent();
+ bool air_above = c_above == CONTENT_AIR;
+ bool water_above = c_above == c_water_source;
+
+ // If there is air or water above enable top/filler placement, otherwise force
+ // nplaced to stone level by setting a number exceeding any possible filler depth.
+ u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
+
+
+ for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+ content_t c = vm->m_data[vi].getContent();
+
+ // Biome is recalculated each time an upper surface is detected while
+ // working down a column. The selected biome then remains in effect for
+ // all nodes below until the next surface and biome recalculation.
+ // Biome is recalculated:
+ // 1. At the surface of stone below air or water.
+ // 2. At the surface of water below air.
+ // 3. When stone or water is detected but biome has not yet been calculated.
+ if ((c == c_stone && (air_above || water_above || !biome)) ||
+ (c == c_water_source && (air_above || !biome))) {
+ biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+ depth_top = biome->depth_top;
+ base_filler = depth_top + biome->depth_filler;
+ depth_water_top = biome->depth_water_top;
+
+ // Detect stone type for dungeons during every biome calculation.
+ // This is more efficient than detecting per-node and will not
+ // miss any desert stone or sandstone biomes.
+ if (biome->c_stone == c_desert_stone)
+ stone_type = DESERT_STONE;
+ else if (biome->c_stone == c_sandstone)
+ stone_type = SANDSTONE;
+ }
+
+ if (c == c_stone) {
+ content_t c_below = vm->m_data[vi - em.X].getContent();
+
+ // If the node below isn't solid, make this node stone, so that
+ // any top/filler nodes above are structurally supported.
+ // This is done by aborting the cycle of top/filler placement
+ // immediately by forcing nplaced to stone level.
+ if (c_below == CONTENT_AIR || c_below == c_water_source)
+ nplaced = U16_MAX;
+
+ if (nplaced < depth_top) {
+ vm->m_data[vi] = MapNode(biome->c_top);
+ nplaced++;
+ } else if (nplaced < base_filler) {
+ vm->m_data[vi] = MapNode(biome->c_filler);
+ nplaced++;
+ } else {
+ vm->m_data[vi] = MapNode(biome->c_stone);
+ }
+
+ air_above = false;
+ water_above = false;
+ } else if (c == c_water_source) {
+ vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
+ biome->c_water_top : biome->c_water);
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = false;
+ water_above = true;
+ } else if (c == CONTENT_AIR) {
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = true;
+ water_above = false;
+ } else { // Possible various nodes overgenerated from neighbouring mapchunks
+ nplaced = U16_MAX; // Disable top/filler placement
+ air_above = false;
+ water_above = false;
+ }
+
+ vm->m_area.add_y(em, vi, -1);
+ }
+ }
+
+ return stone_type;
+}
+
+
+void MapgenFractal::dustTopNodes()
+{
+ if (node_max.Y < water_level)
+ return;
+
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
+
+ if (biome->c_dust == CONTENT_IGNORE)
+ continue;
+
+ u32 vi = vm->m_area.index(x, full_node_max.Y, z);
+ content_t c_full_max = vm->m_data[vi].getContent();
+ s16 y_start;
+
+ if (c_full_max == CONTENT_AIR) {
+ y_start = full_node_max.Y - 1;
+ } else if (c_full_max == CONTENT_IGNORE) {
+ vi = vm->m_area.index(x, node_max.Y + 1, z);
+ content_t c_max = vm->m_data[vi].getContent();
+
+ if (c_max == CONTENT_AIR)
+ y_start = node_max.Y;
+ else
+ continue;
+ } else {
+ continue;
+ }
+
+ vi = vm->m_area.index(x, y_start, z);
+ for (s16 y = y_start; y >= node_min.Y - 1; y--) {
+ if (vm->m_data[vi].getContent() != CONTENT_AIR)
+ break;
+
+ vm->m_area.add_y(em, vi, -1);
+ }
+
+ content_t c = vm->m_data[vi].getContent();
+ if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
+ vm->m_area.add_y(em, vi, 1);
+ vm->m_data[vi] = MapNode(biome->c_dust);
+ }
+ }
+}
+
+
+void MapgenFractal::generateCaves(s16 max_stone_y)
+{
+ if (max_stone_y >= node_min.Y) {
+ u32 index = 0;
+
+ 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 i = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
+ float d1 = contour(noise_cave1->result[index]);
+ float d2 = contour(noise_cave2->result[index]);
+ if (d1 * d2 > 0.3) {
+ content_t c = vm->m_data[i].getContent();
+ if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
+ continue;
+
+ vm->m_data[i] = MapNode(CONTENT_AIR);
+ }
+ }
+ }
+ }
+}
+