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author | Weblate <42@minetest.ru> | 2013-04-07 13:39:28 +0200 |
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committer | Weblate <42@minetest.ru> | 2013-04-07 13:39:28 +0200 |
commit | feb7de91ec34ef1ca3152270a7bc62b2e308f1bd (patch) | |
tree | 65c33378bae9b7ac565b979237b6d594b511171f /src/mapgen_v7.cpp | |
parent | 33052abf42886ef03c4f46196cab6f767259a672 (diff) | |
parent | 4468ea84e6d0faede5a01e8d97d359c537aa7ec8 (diff) | |
download | minetest-feb7de91ec34ef1ca3152270a7bc62b2e308f1bd.tar.gz minetest-feb7de91ec34ef1ca3152270a7bc62b2e308f1bd.tar.bz2 minetest-feb7de91ec34ef1ca3152270a7bc62b2e308f1bd.zip |
Merge remote branch 'origin/master'
Diffstat (limited to 'src/mapgen_v7.cpp')
-rw-r--r-- | src/mapgen_v7.cpp | 490 |
1 files changed, 490 insertions, 0 deletions
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp new file mode 100644 index 000000000..6aecfe310 --- /dev/null +++ b/src/mapgen_v7.cpp @@ -0,0 +1,490 @@ +/* +Minetest +Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net> + +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 "serverobject.h" +#include "content_sao.h" +#include "nodedef.h" +#include "content_mapnode.h" // For content_mapnode_get_new_name +#include "voxelalgorithms.h" +#include "profiler.h" +#include "settings.h" // For g_settings +#include "main.h" // For g_profiler +#include "emerge.h" +#include "dungeongen.h" +#include "treegen.h" +#include "biome.h" +#include "mapgen_v7.h" + + +/////////////////// Mapgen V7 perlin noise default values +NoiseParams nparams_v7_def_terrain_base = + {0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6}; +NoiseParams nparams_v7_def_terrain_alt = + {0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6}; +NoiseParams nparams_v7_def_terrain_mod = + {0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6}; +NoiseParams nparams_v7_def_terrain_persist = + {0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6}; +NoiseParams nparams_v7_def_height_select = + {0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69}; +NoiseParams nparams_v7_def_ridge = + {0.5, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75}; +/* +NoiseParams nparams_v6_def_beach = + {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50}; +NoiseParams nparams_v6_def_cave = + {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50}; +NoiseParams nparams_v6_def_humidity = + {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66}; +NoiseParams nparams_v6_def_trees = + {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66}; +NoiseParams nparams_v6_def_apple_trees = + {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45}; +*/ +/////////////////////////////////////////////////////////////////////////////// + + +MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) { + this->generating = false; + this->id = mapgenid; + this->emerge = emerge; + this->bmgr = emerge->biomedef; + + this->seed = (int)params->seed; + this->water_level = params->water_level; + this->flags = params->flags; + this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE; +// this->ystride = csize.X; //////fix this + + this->biomemap = new u8[csize.X * csize.Z]; + this->heightmap = new s16[csize.X * csize.Z]; + this->ridge_heightmap = new s16[csize.X * csize.Z]; + + // Terrain noise + noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Z); + noise_terrain_alt = new Noise(params->np_terrain_alt, seed, csize.X, csize.Z); + noise_terrain_mod = new Noise(params->np_terrain_mod, seed, csize.X, csize.Z); + noise_terrain_persist = new Noise(params->np_terrain_persist, seed, csize.X, csize.Z); + noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Z); + noise_ridge = new Noise(params->np_ridge, seed, csize.X, csize.Y, csize.Z); + + // Biome noise + noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z); + noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z); +} + + +MapgenV7::~MapgenV7() { + delete noise_terrain_base; + delete noise_terrain_mod; + delete noise_terrain_persist; + delete noise_height_select; + delete noise_terrain_alt; + delete noise_ridge; + delete noise_heat; + delete noise_humidity; + + delete[] ridge_heightmap; + delete[] heightmap; + delete[] biomemap; +} + + +int MapgenV7::getGroundLevelAtPoint(v2s16 p) { + return 20; +} + + +void MapgenV7::makeChunk(BlockMakeData *data) { + 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; + v3s16 blockpos_full_min = blockpos_min - v3s16(1, 1, 1); + v3s16 blockpos_full_max = blockpos_max + v3s16(1, 1, 1); + 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 = emerge->getBlockSeed(full_node_min); + + // Make some noise + calculateNoise(); + + // Calculate height map + s16 stone_surface_max_y = calcHeightMap(); + + // Calculate biomes + BiomeNoiseInput binput; + binput.mapsize = v2s16(csize.X, csize.Z); + binput.heat_map = noise_heat->result; + binput.humidity_map = noise_humidity->result; + binput.height_map = heightmap; + bmgr->calcBiomes(&binput, biomemap); + + c_stone = ndef->getId("mapgen_stone"); + c_dirt = ndef->getId("mapgen_dirt"); + c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass"); + c_sand = ndef->getId("mapgen_sand"); + c_water_source = ndef->getId("mapgen_water_source"); + + generateTerrain(); + carveRidges(); + + //carveRivers(); + addTopNodes(); + growGrass(); + + //v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); + + if (flags & MG_DUNGEONS) { + DungeonGen dgen(ndef, data->seed, water_level); + dgen.generate(vm, blockseed, full_node_min, full_node_max); + } + + for (size_t i = 0; i != emerge->ores.size(); i++) { + Ore *ore = emerge->ores[i]; + ore->generate(this, blockseed + i, node_min, node_max); + } + + //printf("makeChunk: %dms\n", t.stop()); + + updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); + + calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, + node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE); + //setLighting(node_min, node_max, 0xFF); + + this->generating = false; +} + + +void MapgenV7::calculateNoise() { + //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); + int x = node_min.X; + int y = node_min.Y; + int z = node_min.Z; + + noise_terrain_mod->perlinMap2D(x, z); + + noise_height_select->perlinMap2D(x, z); + noise_height_select->transformNoiseMap(); + + noise_terrain_persist->perlinMap2D(x, z); + float *persistmap = noise_terrain_persist->result; + for (int i = 0; i != csize.X * csize.Z; i++) + persistmap[i] = abs(persistmap[i]); + + noise_terrain_base->perlinMap2DModulated(x, z, persistmap); + noise_terrain_base->transformNoiseMap(); + + noise_terrain_alt->perlinMap2DModulated(x, z, persistmap); + noise_terrain_alt->transformNoiseMap(); + + noise_ridge->perlinMap3D(x, y, z); + + noise_heat->perlinMap2D(x, z); + + noise_humidity->perlinMap2D(x, z); + + //printf("calculateNoise: %dus\n", t.stop()); +} + + +Biome *MapgenV7::getBiomeAtPoint(v3s16 p) { + float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed); + float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed); + s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z); + + return bmgr->getBiome(heat, humidity, groundlevel); +} + + +float MapgenV7::baseTerrainLevelAtPoint(int x, int z) { + float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed); + float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed); + float persist = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed)); + + noise_terrain_base->np->persist = persist; + float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed); + float height_base = terrain_base * terrain_mod; + + noise_terrain_alt->np->persist = persist; + float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed); + + return (height_base * hselect) + (height_alt * (1.0 - hselect)); +} + + +float MapgenV7::baseTerrainLevelFromMap(int index) { + float terrain_mod = noise_terrain_mod->result[index]; + float hselect = noise_height_select->result[index]; + float terrain_base = noise_terrain_base->result[index]; + float height_base = terrain_base * terrain_mod; + float height_alt = noise_terrain_alt->result[index]; + + return (height_base * hselect) + (height_alt * (1.0 - hselect)); +} + + +#if 0 +// Crap code to test log rivers as a proof-of-concept. Didn't work out too well. +void MapgenV7::carveRivers() { + MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); + MapNode n_stone(c_stone); + u32 index = 0; + + int river_depth = 4; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index++) { + float terrain_mod = noise_terrain_mod->result[index]; + NoiseParams *np = noise_terrain_river->np; + np->persist = noise_terrain_persist->result[index]; + float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); + float height = terrain_river * (1 - abs(terrain_mod)) * + noise_terrain_river->np->scale; + height = log(height * height); //log(h^3) is pretty interesting for terrain + + s16 y = heightmap[index]; + if (height < 1.0 && y > river_depth && + y - river_depth >= node_min.Y && y <= node_max.Y) { + + for (s16 ry = y; ry != y - river_depth; ry--) { + u32 vi = vm->m_area.index(x, ry, z); + vm->m_data[vi] = n_air; + } + + u32 vi = vm->m_area.index(x, y - river_depth, z); + vm->m_data[vi] = n_water_source; + } + } +} +#endif + + +int MapgenV7::calcHeightMap() { + int stone_surface_max_y = -MAP_GENERATION_LIMIT; + 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++) { + float surface_height = baseTerrainLevelFromMap(index); + s16 surface_y = (s16)surface_height; + + heightmap[index] = surface_y; + ridge_heightmap[index] = surface_y; + + if (surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; + } + + return stone_surface_max_y; +} + + +void MapgenV7::generateTerrain() { + MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); + MapNode n_stone(c_stone); + + 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++) { + s16 surface_y = heightmap[index]; + Biome *biome = bmgr->biomes[biomemap[index]]; + + u32 i = vm->m_area.index(x, node_min.Y, z); + for (s16 y = node_min.Y; y <= node_max.Y; y++) { + if (vm->m_data[i].getContent() == CONTENT_IGNORE) { + if (y <= surface_y) { + vm->m_data[i] = (y > water_level + biome->filler_height) ? + MapNode(biome->c_filler) : n_stone; + } else if (y <= water_level) { + vm->m_data[i] = n_water_source; + } else { + vm->m_data[i] = n_air; + } + } + vm->m_area.add_y(em, i, 1); + } + } +} + + +void MapgenV7::carveRidges() { + if (node_max.Y <= water_level) + return; + + MapNode n_air(CONTENT_AIR); + u32 index = 0; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 y = node_min.Y; y <= node_max.Y; y++) { + u32 vi = vm->m_area.index(node_min.X, y, z); + for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) { + // Removing this check will create huge underwater caverns, + // which are interesting but not desirable for gameplay + if (y <= water_level) + continue; + + if (noise_ridge->result[index] * (float)(y * y) < 15.0) + continue; + + int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary + if (y < ridge_heightmap[j]) + ridge_heightmap[j] = y - 1; + + vm->m_data[vi] = n_air; + } + } +} + +/* +void MapgenV7::testBiomes() { + u32 index = 0; + + for (s16 z = node_min.Z; z <= node_min.Z; z++) + for (s16 x = node_min.X; x <= node_min.X; x++) {; + Biome *b = bmgr->getBiome(heat, humidity, 0); + } + // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes + // clear out y space for it first with air + // use absolute positioning, each chunk will be a +1 height +}*/ + + +void MapgenV7::addTopNodes() { + v3s16 em = vm->m_area.getExtent(); + s16 ntopnodes; + 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++) { + // First, add top nodes below the ridge + s16 y = ridge_heightmap[index]; + + // This cutoff is good enough, but not perfect. + // It will cut off potentially placed top nodes at chunk boundaries + if (y < node_min.Y) + continue; + if (y > node_max.Y) { + y = node_max.Y; // Let's see if we can still go downward anyway + u32 vi = vm->m_area.index(x, y, z); + if (vm->m_data[vi].getContent() != CONTENT_AIR) + continue; + } + + // N.B. It is necessary to search downward since range_heightmap[i] + // might not be the actual height, just the lowest part in the chunk + // where a ridge had been carved + u32 i = vm->m_area.index(x, y, z); + for (; y >= node_min.Y; y--) { + if (vm->m_data[i].getContent() != CONTENT_AIR) + break; + vm->m_area.add_y(em, i, -1); + } + + Biome *biome = bmgr->biomes[biomemap[index]]; + + if (y != node_min.Y - 1) { + ridge_heightmap[index] = y; //update ridgeheight + ntopnodes = biome->top_depth; + for (; y <= node_max.Y && ntopnodes; y++) { + ntopnodes--; + vm->m_data[i] = MapNode(biome->c_top); + vm->m_area.add_y(em, i, 1); + } + //heightmap[index] = y; + } + + // Now, add top nodes on top of the ridge + y = heightmap[index]; + + i = vm->m_area.index(x, y, z); + for (; y >= node_min.Y; y--) { + if (vm->m_data[i].getContent() != CONTENT_AIR) + break; + vm->m_area.add_y(em, i, -1); + } + + if (y != node_min.Y - 1) { + ntopnodes = biome->top_depth; + // Let's see if we've already added it... + if (y == ridge_heightmap[index] + ntopnodes - 1) + continue; + + for (; y <= node_max.Y && ntopnodes; y++) { + ntopnodes--; + vm->m_data[i] = MapNode(biome->c_top); + vm->m_area.add_y(em, i, 1); + } + } + } +} + + +void MapgenV7::growGrass() { + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++) { + // Find the lowest surface to which enough light ends up to make + // grass grow. Basically just wait until not air and not leaves. + s16 surface_y = 0; + { + v3s16 em = vm->m_area.getExtent(); + u32 i = vm->m_area.index(x, node_max.Y, z); + s16 y; + // Go to ground level + for (y = node_max.Y; y >= node_min.Y; y--) { + MapNode &n = vm->m_data[i]; + if (ndef->get(n).param_type != CPT_LIGHT || + ndef->get(n).liquid_type != LIQUID_NONE) + break; + vm->m_area.add_y(em, i, -1); + } + surface_y = (y >= node_min.Y) ? y : node_min.Y; + } + + u32 i = vm->m_area.index(x, surface_y, z); + MapNode *n = &vm->m_data[i]; + if (n->getContent() == c_dirt && surface_y >= water_level - 20) + n->setContent(c_dirt_with_grass); + } +} |