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authorparamat <mat.gregory@virginmedia.com>2014-10-16 12:45:55 +0100
committerRealBadAngel <maciej.kasatkin@o2.pl>2014-11-08 21:37:26 +0100
commit92981b2fee19fd04e2a49533ffa1f778bff6ca72 (patch)
treede0ddff440cdd82960af1ca3a02641dd0ccc0d42 /src/mapgen_v5.cpp
parentd0be27415eb9386b2367ab798268da6fbe8b7a68 (diff)
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Add mgv5. New noise code, uses biome API. Eased 3d noise for terrain, caves, blobs
Diffstat (limited to 'src/mapgen_v5.cpp')
-rw-r--r--src/mapgen_v5.cpp496
1 files changed, 496 insertions, 0 deletions
diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp
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+/*
+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 "content_sao.h"
+#include "nodedef.h"
+#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 "cavegen.h"
+#include "treegen.h"
+#include "mg_biome.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
+#include "mapgen_v5.h"
+#include "util/directiontables.h"
+
+
+FlagDesc flagdesc_mapgen_v5[] = {
+ //{"blobs", MGV5_BLOBS},
+ {NULL, 0}
+};
+
+
+MapgenV5::MapgenV5(int mapgenid, MapgenParams *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->gennotify = emerge->gennotify;
+
+ this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
+
+ // 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;
+
+ this->biomemap = new u8[csize.X * csize.Z];
+ this->heightmap = new s16[csize.X * csize.Z];
+
+ MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
+
+ // Terrain noise
+ noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
+ noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
+ noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
+
+ // 3D terrain noise
+ noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z);
+ noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z);
+ noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y, csize.Z);
+ noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y, csize.Z);
+ noise_wetness = new Noise(&sp->np_wetness, 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);
+
+ //// Resolve nodes to be used
+ INodeDefManager *ndef = emerge->ndef;
+
+ 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");
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ c_gravel = ndef->getId("mapgen_gravel");
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_ice = ndef->getId("default:ice");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_sandbrick = ndef->getId("mapgen_sandstonebrick");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
+ if (c_ice == CONTENT_IGNORE)
+ c_ice = CONTENT_AIR;
+ if (c_mossycobble == CONTENT_IGNORE)
+ c_mossycobble = c_cobble;
+ if (c_sandbrick == CONTENT_IGNORE)
+ c_sandbrick = c_desert_stone;
+ if (c_stair_cobble == CONTENT_IGNORE)
+ c_stair_cobble = c_cobble;
+ if (c_stair_sandstone == CONTENT_IGNORE)
+ c_stair_sandstone = c_sandbrick;
+}
+
+
+MapgenV5::~MapgenV5() {
+ delete noise_filler_depth;
+ delete noise_factor;
+ delete noise_height;
+ delete noise_cave1;
+ delete noise_cave2;
+ delete noise_ground;
+ delete noise_crumble;
+ delete noise_wetness;
+
+ delete noise_heat;
+ delete noise_humidity;
+
+ delete[] heightmap;
+ delete[] biomemap;
+}
+
+
+MapgenV5Params::MapgenV5Params() {
+ //spflags = MGV5_BLOBS;
+ spflags = 0;
+
+ np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7);
+ np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45);
+ np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5);
+ np_cave1 = NoiseParams(0, 7.5, v3f(50, 50, 50), 52534, 4, 0.5);
+ np_cave2 = NoiseParams(0, 7.5, v3f(50, 50, 50), 10325, 4, 0.5);
+ np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55);
+ np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3);
+ np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1);
+}
+
+
+// Scaling the output of the noise function affects the overdrive of the
+// contour function, which affects the shape of the output considerably.
+
+//#define CAVE_NOISE_SCALE 12.0 < original default
+//#define CAVE_NOISE_SCALE 10.0
+//#define CAVE_NOISE_SCALE 7.5 < current default to compensate for new eased 3d noise
+//#define CAVE_NOISE_SCALE 5.0
+//#define CAVE_NOISE_SCALE 1.0
+
+//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
+//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current default
+
+
+void MapgenV5Params::readParams(Settings *settings) {
+ settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
+
+ settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mgv5_np_factor", np_factor);
+ settings->getNoiseParams("mgv5_np_height", np_height);
+ settings->getNoiseParams("mgv5_np_cave1", np_cave1);
+ settings->getNoiseParams("mgv5_np_cave2", np_cave2);
+ settings->getNoiseParams("mgv5_np_ground", np_ground);
+ settings->getNoiseParams("mgv5_np_crumble", np_crumble);
+ settings->getNoiseParams("mgv5_np_wetness", np_wetness);
+}
+
+
+void MapgenV5Params::writeParams(Settings *settings) {
+ settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
+
+ settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mgv5_np_factor", np_factor);
+ settings->setNoiseParams("mgv5_np_height", np_height);
+ settings->setNoiseParams("mgv5_np_cave1", np_cave1);
+ settings->setNoiseParams("mgv5_np_cave2", np_cave2);
+ settings->setNoiseParams("mgv5_np_ground", np_ground);
+ settings->setNoiseParams("mgv5_np_crumble", np_crumble);
+ settings->setNoiseParams("mgv5_np_wetness", np_wetness);
+}
+
+
+void MapgenV5::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);
+
+ generating = true;
+ vm = data->vmanip;
+ 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);
+
+ // Create a block-specific seed
+ blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
+
+ // Make some noise
+ calculateNoise();
+
+ // Generate base terrain
+ generateBaseTerrain();
+ updateHeightmap(node_min, node_max);
+
+ // Generate underground dirt, sand, gravel and lava blobs
+ //if (spflags & MGV5_BLOBS) {
+ generateBlobs();
+ //}
+
+ // 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);
+
+ // Actually place the biome-specific nodes
+ generateBiomes();
+
+ // Generate dungeons and desert temples
+ if (flags & MG_DUNGEONS) {
+ DungeonGen dgen(this, NULL);
+ dgen.generate(blockseed, full_node_min, full_node_max);
+ }
+
+ // Generate the registered decorations
+ for (size_t i = 0; i != emerge->decorations.size(); i++) {
+ Decoration *deco = emerge->decorations[i];
+ deco->placeDeco(this, blockseed + i, node_min, node_max);
+ }
+
+ // Generate the registered ores
+ for (unsigned int i = 0; i != emerge->ores.size(); i++) {
+ Ore *ore = emerge->ores[i];
+ ore->placeOre(this, blockseed + i, node_min, node_max);
+ }
+
+ // Sprinkle some dust on top after everything else was generated
+ dustTopNodes();
+
+ //printf("makeChunk: %dms\n", t.stop());
+
+ // Add top and bottom side of water to transforming_liquid queue
+ updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+
+ // Calculate lighting
+ if (flags & MG_LIGHT)
+ calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+ node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+
+ this->generating = false;
+}
+
+
+void MapgenV5::calculateNoise() {
+ //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
+ int x = node_min.X;
+ int y = node_min.Y;
+ int z = node_min.Z;
+
+ noise_filler_depth->perlinMap2D(x, z);
+ noise_factor->perlinMap2D(x, z);
+ noise_height->perlinMap2D(x, z);
+ noise_height->transformNoiseMap();
+
+ noise_cave1->perlinMap3D(x, y, z, true);
+ noise_cave1->transformNoiseMap();
+ noise_cave2->perlinMap3D(x, y, z, true);
+ noise_cave2->transformNoiseMap();
+ noise_ground->perlinMap3D(x, y, z, true);
+ noise_ground->transformNoiseMap();
+
+ //if (spflags & MGV5_BLOBS) {
+ noise_crumble->perlinMap3D(x, y, z, true);
+ noise_wetness->perlinMap3D(x, y, z, false);
+ //}
+
+ noise_heat->perlinMap2D(x, z);
+ noise_humidity->perlinMap2D(x, z);
+
+ //printf("calculateNoise: %dus\n", t.stop());
+}
+
+
+//bool is_cave(u32 index) {
+// double d1 = contour(noise_cave1->result[index]);
+// double d2 = contour(noise_cave2->result[index]);
+// return d1*d2 > CAVE_NOISE_THRESHOLD;
+//}
+
+
+//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
+// double f = 0.55 + noise_factor->result[index2d];
+// if(f < 0.01)
+// f = 0.01;
+// else if(f >= 1.0)
+// f *= 1.6;
+// double h = WATER_LEVEL + 10 * noise_height->result[index2d];
+// return (noise_ground->result[index] * f > (double)p.Y - h);
+//}
+
+
+// Make base ground level
+void MapgenV5::generateBaseTerrain() {
+ u32 index = 0;
+ u32 index2d = 0;
+
+ for(s16 z=node_min.Z; z<=node_max.Z; z++) {
+ for(s16 y=node_min.Y; y<=node_max.Y; 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++, index2d++) {
+ if(vm->m_data[i].getContent() != CONTENT_IGNORE)
+ continue;
+
+ float f = 0.55 + noise_factor->result[index2d];
+ if(f < 0.01)
+ f = 0.01;
+ else if(f >= 1.0)
+ f *= 1.6;
+ float h = water_level + noise_height->result[index2d];
+ float d1 = contour(noise_cave1->result[index]);
+ float d2 = contour(noise_cave2->result[index]);
+ if(noise_ground->result[index] * f < y - h) {
+ if(y <= water_level)
+ vm->m_data[i] = MapNode(c_water_source);
+ else
+ vm->m_data[i] = MapNode(CONTENT_AIR);
+ } else if(d1*d2 > 0.2) {
+ vm->m_data[i] = MapNode(CONTENT_AIR);
+ } else {
+ vm->m_data[i] = MapNode(c_stone);
+ }
+ }
+ index2d = index2d - ystride;
+ }
+ index2d = index2d + ystride;
+ }
+}
+
+
+// Add mud and sand and others underground (in place of stone)
+void MapgenV5::generateBlobs() {
+ 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 i = vm->m_area.index(node_min.X, y, z);
+ for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
+ content_t c = vm->m_data[i].getContent();
+ if(c != c_stone)
+ continue;
+
+ if(noise_crumble->result[index] > 1.3) {
+ if(noise_wetness->result[index] > 0.0)
+ vm->m_data[i] = MapNode(c_dirt);
+ else
+ vm->m_data[i] = MapNode(c_sand);
+ } else if(noise_crumble->result[index] > 0.7) {
+ if(noise_wetness->result[index] < -0.6)
+ vm->m_data[i] = MapNode(c_gravel);
+ } else if(noise_crumble->result[index] < -3.5 +
+ MYMIN(0.1 *
+ sqrt((float)MYMAX(0, -y)), 1.5)) {
+ vm->m_data[i] = MapNode(c_lava_source);
+ }
+ }
+ }
+ }
+}
+
+
+void MapgenV5::generateBiomes() {
+ if (node_max.Y < water_level)
+ return;
+
+ MapNode n_air(CONTENT_AIR);
+ MapNode n_stone(c_stone);
+ MapNode n_water(c_water_source);
+
+ 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 = bmgr->biomes[biomemap[index]];
+ s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
+ s16 y0_top = biome->depth_top;
+ s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
+
+ s16 nplaced = 0;
+ u32 i = vm->m_area.index(x, node_max.Y, z);
+
+ content_t c_above = vm->m_data[i + em.X].getContent();
+ bool have_air = c_above == CONTENT_AIR;
+
+ for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+ content_t c = vm->m_data[i].getContent();
+ if ((c == c_stone || c == c_dirt_with_grass
+ || c == c_dirt
+ || c == c_sand
+ || c == c_lava_source
+ || c == c_gravel) && have_air) {
+ content_t c_below = vm->m_data[i - em.X].getContent();
+
+ if (c_below != CONTENT_AIR) {
+ if (nplaced < y0_top) {
+ // A hack to prevent dirt_with_grass from being
+ // placed below water. TODO: fix later
+ content_t c_place = ((y < water_level) &&
+ (biome->c_top ==
+ c_dirt_with_grass)) ?
+ c_dirt : biome->c_top;
+
+ vm->m_data[i] = MapNode(c_place);
+ nplaced++;
+ } else if (nplaced < y0_filler && nplaced >= y0_top) {
+ vm->m_data[i] = MapNode(biome->c_filler);
+ nplaced++;
+ } else {
+ have_air = false;
+ nplaced = 0;
+ }
+ }
+ } else if (c == c_water_source) {
+ have_air = true;
+ nplaced = 0;
+ vm->m_data[i] = MapNode(biome->c_water);
+ } else if (c == CONTENT_AIR) {
+ have_air = true;
+ nplaced = 0;
+ }
+
+ vm->m_area.add_y(em, i, -1);
+ }
+ }
+}
+
+void MapgenV5::dustTopNodes() {
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
+
+ if (water_level > node_max.Y)
+ return;
+
+ 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 = bmgr->biomes[biomemap[index]];
+
+ if (biome->c_dust == CONTENT_IGNORE)
+ continue;
+
+ s16 y = node_max.Y;
+ u32 vi = vm->m_area.index(x, y, z);
+ for (; y >= node_min.Y; 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 (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
+ if (y < node_min.Y)
+ continue;
+
+ vm->m_data[vi] = MapNode(biome->c_dust_water);
+ } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
+ if (y == node_max.Y)
+ continue;
+
+ vm->m_area.add_y(em, vi, 1);
+ vm->m_data[vi] = MapNode(biome->c_dust);
+ }
+ }
+}
+