diff options
author | Paramat <paramat@users.noreply.github.com> | 2019-03-14 00:27:16 +0000 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-03-14 00:27:16 +0000 |
commit | aafbdd442f6bb6d6730fc7fdff76cbd0e3be301b (patch) | |
tree | 4bd4965a755fc984f968b777cf6fa13b6b7209a2 /src | |
parent | e22a69d61a04624fe1eca818740b90dbb958e658 (diff) | |
download | minetest-aafbdd442f6bb6d6730fc7fdff76cbd0e3be301b.tar.gz minetest-aafbdd442f6bb6d6730fc7fdff76cbd0e3be301b.tar.bz2 minetest-aafbdd442f6bb6d6730fc7fdff76cbd0e3be301b.zip |
Valleys mapgen code rewrite (#8101)
Shorter, simpler, clearer and more consistent with other mapgens,
while preserving functionality.
Base terrain shape is unchanged.
With the 'vary river depth' option disabled, river surface level
is unchanged.
Behaviour of the 4 heat/humidity/river depth options is very
slightly changed due to bugfixes and code cleanup (the mapgen is
'unstable').
Apply heat and humidity gradients above water_level instead of
above y = 0.
Diffstat (limited to 'src')
-rw-r--r-- | src/mapgen/mapgen_valleys.cpp | 368 | ||||
-rw-r--r-- | src/mapgen/mapgen_valleys.h | 27 |
2 files changed, 130 insertions, 265 deletions
diff --git a/src/mapgen/mapgen_valleys.cpp b/src/mapgen/mapgen_valleys.cpp index 5f9267875..a27a31201 100644 --- a/src/mapgen/mapgen_valleys.cpp +++ b/src/mapgen/mapgen_valleys.cpp @@ -1,7 +1,7 @@ /* Minetest -Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com> -Copyright (C) 2016-2018 paramat +Copyright (C) 2016-2019 Duane Robertson <duane@duanerobertson.com> +Copyright (C) 2016-2019 paramat Based on Valleys Mapgen by Gael de Sailly (https://forum.minetest.net/viewtopic.php?f=9&t=11430) @@ -24,6 +24,7 @@ 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" @@ -53,9 +54,6 @@ FlagDesc flagdesc_mapgen_valleys[] = { }; -//////////////////////////////////////////////////////////////////////////////// - - MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge) : MapgenBasic(mapgenid, params, emerge) @@ -63,8 +61,6 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal m_bgen = (BiomeGenOriginal *)biomegen; - BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams; - spflags = params->spflags; altitude_chill = params->altitude_chill; river_depth_bed = params->river_depth + 1.0f; @@ -95,8 +91,6 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; MapgenBasic::np_cavern = params->np_cavern; - - humidity_adjust = bp->np_humidity.offset - 50.0f; } @@ -185,9 +179,6 @@ void MapgenValleysParams::writeParams(Settings *settings) const } -//////////////////////////////////////////////////////////////////////////////// - - void MapgenValleys::makeChunk(BlockMakeData *data) { // Pre-conditions @@ -220,19 +211,16 @@ void MapgenValleys::makeChunk(BlockMakeData *data) // biome-related noises. m_bgen->calcBiomeNoise(node_min); - // Generate noise maps and base terrain height. - // Modify heat and humidity maps. - calculateNoise(); - - // Generate base terrain with initial heightmaps + // Generate terrain s16 stone_surface_max_y = generateTerrain(); - // Recalculate heightmap + // Create heightmap updateHeightmap(node_min, node_max); // Place biome-specific nodes and build biomemap - if (flags & MG_BIOMES) + if (flags & MG_BIOMES) { generateBiomes(); + } // Generate tunnels, caverns and large randomwalk caves if (flags & MG_CAVES) { @@ -281,244 +269,151 @@ void MapgenValleys::makeChunk(BlockMakeData *data) } -void MapgenValleys::calculateNoise() -{ - int x = node_min.X; - int y = node_min.Y - 1; - int z = node_min.Z; - - noise_inter_valley_slope->perlinMap2D(x, z); - noise_rivers->perlinMap2D(x, z); - noise_terrain_height->perlinMap2D(x, z); - noise_valley_depth->perlinMap2D(x, z); - noise_valley_profile->perlinMap2D(x, z); - - noise_inter_valley_fill->perlinMap3D(x, y, z); - - float heat_offset = 0.0f; - float humidity_scale = 1.0f; - // Altitude chill tends to reduce the average heat. - if (spflags & MGVALLEYS_ALT_CHILL) - heat_offset = 5.0f; - // River humidity tends to increase the humidity range. - if (spflags & MGVALLEYS_HUMID_RIVERS) - humidity_scale = 0.8f; - - for (s32 index = 0; index < csize.X * csize.Z; index++) { - m_bgen->heatmap[index] += heat_offset; - m_bgen->humidmap[index] *= humidity_scale; - } - - TerrainNoise tn; - - u32 index = 0; - for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++) - for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) { - // The parameters that we actually need to generate terrain are passed - // by address (and the return value). - tn.terrain_height = noise_terrain_height->result[index]; - // River noise is replaced with base terrain, which is basically the - // height of the water table. - tn.rivers = &noise_rivers->result[index]; - // Valley depth noise is replaced with the valley number that represents - // the height of terrain over rivers and is used to determine how close - // a river is for humidity calculation. - tn.valley = &noise_valley_depth->result[index]; - tn.valley_profile = noise_valley_profile->result[index]; - // Slope noise is replaced by the calculated slope which is used to get - // terrain height in the slow method, to create sharper mountains. - tn.slope = &noise_inter_valley_slope->result[index]; - tn.inter_valley_fill = noise_inter_valley_fill->result[index]; - - // This is the actual terrain height. - float mount = terrainLevelFromNoise(&tn); - noise_terrain_height->result[index] = mount; - } -} - - -float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn) -{ - // The square function changes the behaviour of this noise: very often - // small, and sometimes very high. - float valley_d = MYSQUARE(*tn->valley); - - // valley_d is here because terrain is generally higher where valleys are - // deep (mountains). base represents the height of the rivers, most of the - // surface is above. - float base = tn->terrain_height + valley_d; - - // "river" represents the distance from the river - float river = std::fabs(*tn->rivers) - river_size_factor; - - // Use the curve of the function 1-exp(-(x/a)^2) to model valleys. - // "valley" represents the height of the terrain, from the rivers. - float tv = std::fmax(river / tn->valley_profile, 0.0f); - *tn->valley = valley_d * (1.0f - std::exp(-MYSQUARE(tv))); - - // Approximate height of the terrain at this point - float mount = base + *tn->valley; - - *tn->slope *= *tn->valley; - - // Base ground is returned as rivers since it's basically the water table. - *tn->rivers = base; - - // Rivers are placed where "river" is negative, so where the original noise - // value is close to zero. - if (river < 0.0f) { - // Use the the function -sqrt(1-x^2) which models a circle - float tr = river / river_size_factor + 1.0f; - float depth = (river_depth_bed * - std::sqrt(std::fmax(0.0f, 1.0f - MYSQUARE(tr)))); - - // base - depth : height of the bottom of the river - // water_level - 3 : don't make rivers below 3 nodes under the surface. - // We use three because that's as low as the swamp biomes go. - // There is no logical equivalent to this using rangelim. - mount = - std::fmin(std::fmax(base - depth, (float)(water_level - 3)), mount); - - // Slope has no influence on rivers - *tn->slope = 0.0f; - } - - return mount; -} - - -// This avoids duplicating the code in terrainLevelFromNoise, adding only the -// final step of terrain generation without a noise map. - -float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn) -{ - float mount = terrainLevelFromNoise(tn); - float result = mount; - s16 y_start = myround(mount); - float fill = - NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y_start, tn->z, seed); - bool is_ground = fill * *tn->slope >= y_start - mount; - s16 search_direction = is_ground ? 1 : -1; - - for (s16 i = 1; i <= 1000; i++) { - s16 y = y_start + i * search_direction; - fill = - NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed); - - bool was_ground = is_ground; - is_ground = fill * *tn->slope >= y - mount; - if (is_ground) - result = y; - if (is_ground != was_ground) - break; - } - - return result; -} - - int MapgenValleys::getSpawnLevelAtPoint(v2s16 p) { - // Check if in a river - float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed); - if (std::fabs(rivers) < river_size_factor) - return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point - - s16 level_at_point = terrainLevelAtPoint(p.X, p.Y); - if (level_at_point <= water_level || - level_at_point > water_level + 16) - return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point - - // +1 to account for biome dust that can be 1 node deep - return level_at_point + 1; -} - - -float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z) -{ - TerrainNoise tn; - - float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed); - float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed); - float inter_valley_slope = - NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed); - - tn.x = x; - tn.z = z; - tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed); - tn.rivers = &rivers; - tn.valley = &valley; - tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed); - tn.slope = &inter_valley_slope; - tn.inter_valley_fill = 0.0f; - - return adjustedTerrainLevelFromNoise(&tn); + // Check if in a river channel + float n_rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed); + if (std::fabs(n_rivers) <= river_size_factor) + // Unsuitable spawn point + return MAX_MAP_GENERATION_LIMIT; + + float n_slope = NoisePerlin2D(&noise_inter_valley_slope->np, p.X, p.Y, seed); + float n_terrain_height = NoisePerlin2D(&noise_terrain_height->np, p.X, p.Y, seed); + float n_valley = NoisePerlin2D(&noise_valley_depth->np, p.X, p.Y, seed); + float n_valley_profile = NoisePerlin2D(&noise_valley_profile->np, p.X, p.Y, seed); + + float valley_d = n_valley * n_valley; + float base = n_terrain_height + valley_d; + float river = std::fabs(n_rivers) - river_size_factor; + float tv = std::fmax(river / n_valley_profile, 0.0f); + float valley_h = valley_d * (1.0f - std::exp(-tv * tv)); + float surface_y = base + valley_h; + float slope = n_slope * valley_h; + float river_y = base - 1.0f; + + // Raising the maximum spawn level above 'water_level + 16' is necessary for custom + // parameters that set average terrain level much higher than water_level. + s16 max_spawn_y = std::fmax( + noise_terrain_height->np.offset + + noise_valley_depth->np.offset * noise_valley_depth->np.offset, + water_level + 16); + + // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open + // space above spawn position. Avoids spawning in possibly sealed voids. + for (s16 y = max_spawn_y + 128; y >= water_level; y--) { + float n_fill = NoisePerlin3D(&noise_inter_valley_fill->np, p.X, y, p.Y, seed); + float surface_delta = (float)y - surface_y; + float density = slope * n_fill - surface_delta; + + if (density > 0.0f) { // If solid + // Sometimes surface level is below river water level in places that are not + // river channels. + if (y < water_level || y > max_spawn_y || y < (s16)river_y) + // Unsuitable spawn point + return MAX_MAP_GENERATION_LIMIT; + + // y + 2 because y is surface and due to biome 'dust' nodes. + return y + 2; + } + } + // Unsuitable spawn position, no ground found + return MAX_MAP_GENERATION_LIMIT; } int MapgenValleys::generateTerrain() { - // Raising this reduces the rate of evaporation - static const float evaporation = 300.0f; - static const float humidity_dropoff = 4.0f; - // Constant to convert altitude chill to heat - static const float alt_to_heat = 20.0f; - // Humidity reduction by altitude - static const float alt_to_humid = 10.0f; - MapNode n_air(CONTENT_AIR); MapNode n_river_water(c_river_water_source); MapNode n_stone(c_stone); MapNode n_water(c_water_source); + noise_inter_valley_slope->perlinMap2D(node_min.X, node_min.Z); + noise_rivers->perlinMap2D(node_min.X, node_min.Z); + noise_terrain_height->perlinMap2D(node_min.X, node_min.Z); + noise_valley_depth->perlinMap2D(node_min.X, node_min.Z); + noise_valley_profile->perlinMap2D(node_min.X, node_min.Z); + + noise_inter_valley_fill->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + const v3s16 &em = vm->m_area.getExtent(); s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index_2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { - float river_y = noise_rivers->result[index_2d]; - float surface_y = noise_terrain_height->result[index_2d]; - float slope = noise_inter_valley_slope->result[index_2d]; - float t_heat = m_bgen->heatmap[index_2d]; - - heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT; - - if (surface_y > surface_max_y) - surface_max_y = std::ceil(surface_y); + float n_slope = noise_inter_valley_slope->result[index_2d]; + float n_rivers = noise_rivers->result[index_2d]; + float n_terrain_height = noise_terrain_height->result[index_2d]; + float n_valley = noise_valley_depth->result[index_2d]; + float n_valley_profile = noise_valley_profile->result[index_2d]; + + float valley_d = n_valley * n_valley; + // 'base' represents the level of the river banks + float base = n_terrain_height + valley_d; + // 'river' represents the distance from the river edge + float river = std::fabs(n_rivers) - river_size_factor; + // Use the curve of the function 1-exp(-(x/a)^2) to model valleys. + // 'valley_h' represents the height of the terrain, from the rivers. + float tv = std::fmax(river / n_valley_profile, 0.0f); + float valley_h = valley_d * (1.0f - std::exp(-tv * tv)); + // Approximate height of the terrain + float surface_y = base + valley_h; + float slope = n_slope * valley_h; + // River water surface is 1 node below river banks + float river_y = base - 1.0f; + + // Rivers are placed where 'river' is negative + if (river < 0.0f) { + // Use the the function -sqrt(1-x^2) which models a circle + float tr = river / river_size_factor + 1.0f; + float depth = (river_depth_bed * + std::sqrt(std::fmax(0.0f, 1.0f - tr * tr))); + // There is no logical equivalent to this using rangelim + surface_y = std::fmin( + std::fmax(base - depth, (float)(water_level - 3)), + surface_y); + slope = 0.0f; + } // Optionally vary river depth according to heat and humidity if (spflags & MGVALLEYS_VARY_RIVER_DEPTH) { - float heat = ((spflags & MGVALLEYS_ALT_CHILL) && - (surface_y > 0.0f || river_y > 0.0f)) ? - t_heat - alt_to_heat * - std::fmax(surface_y, river_y) / altitude_chill : + float t_heat = m_bgen->heatmap[index_2d]; + float heat = (spflags & MGVALLEYS_ALT_CHILL) ? + // Match heat value calculated below in + // 'Optionally decrease heat with altitude'. + // In rivers, 'ground height ignoring riverbeds' is 'base'. + // As this only affects river water we can assume y > water_level. + t_heat + 5.0f - (base - water_level) * 20.0f / altitude_chill : t_heat; float delta = m_bgen->humidmap[index_2d] - 50.0f; if (delta < 0.0f) { - float t_evap = (heat - 32.0f) / evaporation; + float t_evap = (heat - 32.0f) / 300.0f; river_y += delta * std::fmax(t_evap, 0.08f); } } + // Highest solid node in column + s16 column_max_y = surface_y; u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); u32 index_data = vm->m_area.index(x, node_min.Y - 1, z); for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) { - float fill = noise_inter_valley_fill->result[index_3d]; + float n_fill = noise_inter_valley_fill->result[index_3d]; float surface_delta = (float)y - surface_y; - bool river = y < river_y - 1; + // Density = density noise + density gradient + float density = slope * n_fill - surface_delta; - if (slope * fill > surface_delta) { + if (density > 0.0f) { vm->m_data[index_data] = n_stone; // Stone - if (y > heightmap[index_2d]) - heightmap[index_2d] = y; if (y > surface_max_y) surface_max_y = y; + if (y > column_max_y) + column_max_y = y; } else if (y <= water_level) { vm->m_data[index_data] = n_water; // Water - } else if (river) { + } else if (y <= (s16)river_y) { vm->m_data[index_data] = n_river_water; // River water } else { vm->m_data[index_data] = n_air; // Air @@ -529,26 +424,13 @@ int MapgenValleys::generateTerrain() index_3d += ystride; } - if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) { - s16 surface_y_int = myround(surface_y); - - if (surface_y_int > node_max.Y + 1 || - surface_y_int < node_min.Y - 1) { - // If surface_y is outside the chunk, it's good enough - heightmap[index_2d] = surface_y_int; - } else { - // If the ground is outside of this chunk, but surface_y is - // within the chunk, give a value outside. - heightmap[index_2d] = node_min.Y - 2; - } - } - // Optionally increase humidity around rivers if (spflags & MGVALLEYS_HUMID_RIVERS) { + // Compensate to avoid increasing average humidity + m_bgen->humidmap[index_2d] *= 0.8f; // Ground height ignoring riverbeds - float t_alt = std::fmax(noise_rivers->result[index_2d], - (float)heightmap[index_2d]); - float water_depth = (t_alt - river_y) / humidity_dropoff; + float t_alt = std::fmax(base, (float)column_max_y); + float water_depth = (t_alt - base) / 4.0f; m_bgen->humidmap[index_2d] *= 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f)); } @@ -556,21 +438,23 @@ int MapgenValleys::generateTerrain() // Optionally decrease humidity with altitude if (spflags & MGVALLEYS_ALT_DRY) { // Ground height ignoring riverbeds - float t_alt = std::fmax(noise_rivers->result[index_2d], - (float)heightmap[index_2d]); - if (t_alt > 0.0f) + float t_alt = std::fmax(base, (float)column_max_y); + // Only decrease above water_level + if (t_alt > water_level) m_bgen->humidmap[index_2d] -= - alt_to_humid * t_alt / altitude_chill; + (t_alt - water_level) * 10.0f / altitude_chill; } // Optionally decrease heat with altitude if (spflags & MGVALLEYS_ALT_CHILL) { + // Compensate to avoid reducing the average heat + m_bgen->heatmap[index_2d] += 5.0f; // Ground height ignoring riverbeds - float t_alt = std::fmax(noise_rivers->result[index_2d], - (float)heightmap[index_2d]); - if (t_alt > 0.0f) + float t_alt = std::fmax(base, (float)column_max_y); + // Only decrease above water_level + if (t_alt > water_level) m_bgen->heatmap[index_2d] -= - alt_to_heat * t_alt / altitude_chill; + (t_alt - water_level) * 20.0f / altitude_chill; } } diff --git a/src/mapgen/mapgen_valleys.h b/src/mapgen/mapgen_valleys.h index 8bde7a622..06920a477 100644 --- a/src/mapgen/mapgen_valleys.h +++ b/src/mapgen/mapgen_valleys.h @@ -1,11 +1,11 @@ /* Minetest -Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com> -Copyright (C) 2016-2018 paramat +Copyright (C) 2016-2019 Duane Robertson <duane@duanerobertson.com> +Copyright (C) 2016-2019 paramat Based on Valleys Mapgen by Gael de Sailly (https://forum.minetest.net/viewtopic.php?f=9&t=11430) -and mapgen_v7 by kwolekr and paramat. +and mapgen_v7, mapgen_flat by kwolekr and paramat. Licensing changed by permission of Gael de Sailly. @@ -24,20 +24,16 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ + #pragma once #include "mapgen.h" -/////////////////// Mapgen Valleys flags #define MGVALLEYS_ALT_CHILL 0x01 #define MGVALLEYS_HUMID_RIVERS 0x02 #define MGVALLEYS_VARY_RIVER_DEPTH 0x04 #define MGVALLEYS_ALT_DRY 0x08 -// Feed only one variable into these -#define MYSQUARE(x) (x) * (x) -#define MYCUBE(x) (x) * (x) * (x) - class BiomeManager; class BiomeGenOriginal; @@ -79,16 +75,6 @@ struct MapgenValleysParams : public MapgenParams { void writeParams(Settings *settings) const; }; -struct TerrainNoise { - s16 x; - s16 z; - float terrain_height; - float *rivers; - float *valley; - float valley_profile; - float *slope; - float inter_valley_fill; -}; class MapgenValleys : public MapgenBasic { public: @@ -106,7 +92,6 @@ private: BiomeGenOriginal *m_bgen; float altitude_chill; - float humidity_adjust; float river_depth_bed; float river_size_factor; @@ -121,9 +106,5 @@ private: Noise *noise_valley_depth; Noise *noise_valley_profile; - float terrainLevelAtPoint(s16 x, s16 z); - void calculateNoise(); virtual int generateTerrain(); - float terrainLevelFromNoise(TerrainNoise *tn); - float adjustedTerrainLevelFromNoise(TerrainNoise *tn); }; |