From 706e7cebeada1f3f1f060de8a4c6f1127f4209ad Mon Sep 17 00:00:00 2001 From: paramat Date: Wed, 7 Oct 2015 02:05:03 +0100 Subject: Fractal mapgen: Add seabed and large pseudorandom caves --- src/mapgen_fractal.cpp | 118 +++++++++++++++++++++++++++++-------------------- 1 file changed, 71 insertions(+), 47 deletions(-) (limited to 'src/mapgen_fractal.cpp') diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp index 144fa29b2..03bd3b62f 100644 --- a/src/mapgen_fractal.cpp +++ b/src/mapgen_fractal.cpp @@ -1,7 +1,7 @@ /* Minetest -Copyright (C) 2010-2013 kwolekr, Ryan Kwolek -Additional development and fractal code by paramat +Copyright (C) 2010-2015 kwolekr, Ryan Kwolek +Copyright (C) 2010-2015 paramat, Matt Gregory 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 @@ -73,9 +73,12 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager * 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); + //// 2D terrain noise + noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.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(¶ms->np_biome_heat, seed, csize.X, csize.Z); @@ -114,6 +117,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager * MapgenFractal::~MapgenFractal() { + delete noise_seabed; + delete noise_cave1; delete noise_cave2; @@ -132,20 +137,21 @@ MapgenFractalParams::MapgenFractalParams() spflags = 0; iterations = 9; - scale_x = 1024; - scale_y = 256; - scale_z = 1024; + scale_x = 1024.0; + scale_y = 256.0; + scale_z = 1024.0; offset_x = -1.75; - offset_y = 0; - offset_z = 0; + offset_y = 0.0; + offset_z = 0.0; 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); + np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0); + 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); } @@ -166,6 +172,7 @@ void MapgenFractalParams::readParams(const Settings *settings) settings->getFloatNoEx("mgfractal_julia_z", julia_z); settings->getFloatNoEx("mgfractal_julia_w", julia_w); + settings->getNoiseParams("mgfractal_np_seabed", np_seabed); settings->getNoiseParams("mgfractal_np_cave1", np_cave1); settings->getNoiseParams("mgfractal_np_cave2", np_cave2); } @@ -188,6 +195,7 @@ void MapgenFractalParams::writeParams(Settings *settings) const settings->setFloat("mgfractal_julia_z", julia_z); settings->setFloat("mgfractal_julia_w", julia_w); + settings->setNoiseParams("mgfractal_np_seabed", np_seabed); settings->setNoiseParams("mgfractal_np_cave1", np_cave1); settings->setNoiseParams("mgfractal_np_cave2", np_cave2); } @@ -198,15 +206,15 @@ void MapgenFractalParams::writeParams(Settings *settings) const 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)) + s16 search_start = 128; + s16 search_end = -128; + + for (s16 y = search_start; y >= search_end; y--) { + if (getFractalAtPoint(p.X, y, p.Y)) return y; } - return level; + return -MAX_MAP_GENERATION_LIMIT; } @@ -329,6 +337,8 @@ void MapgenFractal::calculateNoise() int y = node_min.Y - 1; int z = node_min.Z; + noise_seabed->perlinMap2D(x, z); + if (flags & MG_CAVES) { noise_cave1->perlinMap3D(x, y, z); noise_cave2->perlinMap3D(x, y, z); @@ -350,7 +360,7 @@ void MapgenFractal::calculateNoise() } -bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z) +bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z) { float cx, cy, cz, cw, ox, oy, oz, ow; @@ -368,22 +378,21 @@ bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z) 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; + ox = 0.0f; + oy = 0.0f; + oz = 0.0f; + ow = 0.0f; } 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; + float ny = 2.0f * (ox * oy + oz * ow) + cy; + float nz = 2.0f * (ox * oz + oy * ow) + cz; + float nw = 2.0f * (ox * ow + oy * oz) + cw; - if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0) { + if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f) return false; - } ox = nx; oy = ny; @@ -402,23 +411,29 @@ s16 MapgenFractal::generateTerrain() MapNode n_water(c_water_source); s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; + u32 index2d = 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++) { - 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; + 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 vi = vm->m_area.index(node_min.X, y, z); + for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) { + if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { + s16 seabed_height = noise_seabed->result[index2d]; + + if (y <= seabed_height || getFractalAtPoint(x, y, z)) { + vm->m_data[vi] = n_stone; + if (y > stone_surface_max_y) + stone_surface_max_y = y; + } else if (y <= water_level) { + vm->m_data[vi] = n_water; + } else { + vm->m_data[vi] = n_air; + } } } + index2d -= ystride; } + index2d += ystride; } return stone_surface_max_y; @@ -575,23 +590,32 @@ void MapgenFractal::dustTopNodes() void MapgenFractal::generateCaves(s16 max_stone_y) { if (max_stone_y >= node_min.Y) { - u32 index = 0; + 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++) { + u32 vi = vm->m_area.index(node_min.X, y, z); + for (s16 x = node_min.X; x <= node_max.X; x++, vi++, 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(); + content_t c = vm->m_data[vi].getContent(); if (!ndef->get(c).is_ground_content || c == CONTENT_AIR) continue; - vm->m_data[i] = MapNode(CONTENT_AIR); + vm->m_data[vi] = MapNode(CONTENT_AIR); } } } } -} + if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH) + return; + + PseudoRandom ps(blockseed + 21343); + u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0; + for (u32 i = 0; i < bruises_count; i++) { + CaveFractal cave(this, &ps); + cave.makeCave(node_min, node_max, max_stone_y); + } +} -- cgit v1.2.3