From e62eac49d590ca53fa250c0367dd9850729156b3 Mon Sep 17 00:00:00 2001 From: paramat Date: Tue, 14 Apr 2015 04:38:01 +0100 Subject: Mapgen: Add 4D fractal mapgen --- src/mapgen_fractal.cpp | 597 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 597 insertions(+) create mode 100644 src/mapgen_fractal.cpp (limited to 'src/mapgen_fractal.cpp') diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp new file mode 100644 index 000000000..144fa29b2 --- /dev/null +++ b/src/mapgen_fractal.cpp @@ -0,0 +1,597 @@ +/* +Minetest +Copyright (C) 2010-2013 kwolekr, Ryan Kwolek +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(¶ms->np_biome_heat, seed, csize.X, csize.Z); + noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); + noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); + noise_humidity_blend = new Noise(¶ms->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); + } + } + } + } +} + -- cgit v1.2.3