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path: root/src/cguittfont/CGUITTFont.cpp
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/*
   CGUITTFont FreeType class for Irrlicht
   Copyright (c) 2009-2010 John Norman

   This software is provided 'as-is', without any express or implied
   warranty. In no event will the authors be held liable for any
   damages arising from the use of this software.

   Permission is granted to anyone to use this software for any
   purpose, including commercial applications, and to alter it and
   redistribute it freely, subject to the following restrictions:

   1. The origin of this software must not be misrepresented; you
      must not claim that you wrote the original software. If you use
      this software in a product, an acknowledgment in the product
      documentation would be appreciated but is not required.

   2. Altered source versions must be plainly marked as such, and
      must not be misrepresented as being the original software.

   3. This notice may not be removed or altered from any source
      distribution.

   The original version of this class can be located at:
   http://irrlicht.suckerfreegames.com/

   John Norman
   john@suckerfreegames.com
*/

#include <irrlicht.h>
#include "CGUITTFont.h"

namespace irr
{
namespace gui
{

// Manages the FT_Face cache.
struct SGUITTFace : public virtual irr::IReferenceCounted
{
	SGUITTFace() : face_buffer(0), face_buffer_size(0)
	{
		memset((void*)&face, 0, sizeof(FT_Face));
	}

	~SGUITTFace()
	{
		FT_Done_Face(face);
		delete[] face_buffer;
	}

	FT_Face face;
	FT_Byte* face_buffer;
	FT_Long face_buffer_size;
};

// Static variables.
FT_Library CGUITTFont::c_library;
core::map<io::path, SGUITTFace*> CGUITTFont::c_faces;
bool CGUITTFont::c_libraryLoaded = false;
scene::IMesh* CGUITTFont::shared_plane_ptr_ = 0;
scene::SMesh CGUITTFont::shared_plane_;

//

video::IImage* SGUITTGlyph::createGlyphImage(const FT_Bitmap& bits, video::IVideoDriver* driver) const
{
	// Determine what our texture size should be.
	// Add 1 because textures are inclusive-exclusive.
	core::dimension2du d(bits.width + 1, bits.rows + 1);
	core::dimension2du texture_size;
	//core::dimension2du texture_size(bits.width + 1, bits.rows + 1);

	// Create and load our image now.
	video::IImage* image = 0;
	switch (bits.pixel_mode)
	{
		case FT_PIXEL_MODE_MONO:
		{
			// Create a blank image and fill it with transparent pixels.
			texture_size = d.getOptimalSize(true, true);
			image = driver->createImage(video::ECF_A1R5G5B5, texture_size);
			image->fill(video::SColor(0, 255, 255, 255));

			// Load the monochrome data in.
			const u32 image_pitch = image->getPitch() / sizeof(u16);
			u16* image_data = (u16*)image->lock();
			u8* glyph_data = bits.buffer;
			for (s32 y = 0; y < bits.rows; ++y)
			{
				u16* row = image_data;
				for (s32 x = 0; x < bits.width; ++x)
				{
					// Monochrome bitmaps store 8 pixels per byte.  The left-most pixel is the bit 0x80.
					// So, we go through the data each bit at a time.
					if ((glyph_data[y * bits.pitch + (x / 8)] & (0x80 >> (x % 8))) != 0)
						*row = 0xFFFF;
					++row;
				}
				image_data += image_pitch;
			}
			image->unlock();
			break;
		}

		case FT_PIXEL_MODE_GRAY:
		{
			// Create our blank image.
			texture_size = d.getOptimalSize(!driver->queryFeature(video::EVDF_TEXTURE_NPOT), !driver->queryFeature(video::EVDF_TEXTURE_NSQUARE), true, 0);
			image = driver->createImage(video::ECF_A8R8G8B8, texture_size);
			image->fill(video::SColor(0, 255, 255, 255));

			// Load the grayscale data in.
			const float gray_count = static_cast<float>(bits.num_grays);
			const u32 image_pitch = image->getPitch() / sizeof(u32);
			u32* image_data = (u32*)image->lock();
			u8* glyph_data = bits.buffer;
			for (s32 y = 0; y < bits.rows; ++y)
			{
				u8* row = glyph_data;
				for (s32 x = 0; x < bits.width; ++x)
				{
					image_data[y * image_pitch + x] |= static_cast<u32>(255.0f * (static_cast<float>(*row++) / gray_count)) << 24;
					//data[y * image_pitch + x] |= ((u32)(*bitsdata++) << 24);
				}
				glyph_data += bits.pitch;
			}
			image->unlock();
			break;
		}
		default:
			// TODO: error message?
			return 0;
	}
	return image;
}

void SGUITTGlyph::preload(u32 char_index, FT_Face face, video::IVideoDriver* driver, u32 font_size, const FT_Int32 loadFlags)
{
	if (isLoaded) return;

	// Set the size of the glyph.
	FT_Set_Pixel_Sizes(face, 0, font_size);

	// Attempt to load the glyph.
	if (FT_Load_Glyph(face, char_index, loadFlags) != FT_Err_Ok)
		// TODO: error message?
		return;

	FT_GlyphSlot glyph = face->glyph;
	FT_Bitmap bits = glyph->bitmap;

	// Setup the glyph information here:
	advance = glyph->advance;
	offset = core::vector2di(glyph->bitmap_left, glyph->bitmap_top);

	// Try to get the last page with available slots.
	CGUITTGlyphPage* page = parent->getLastGlyphPage();

	// If we need to make a new page, do that now.
	if (!page)
	{
		page = parent->createGlyphPage(bits.pixel_mode);
		if (!page)
			// TODO: add error message?
			return;
	}

	glyph_page = parent->getLastGlyphPageIndex();
	u32 texture_side_length = page->texture->getOriginalSize().Width;
	core::vector2di page_position(
		(page->used_slots % (texture_side_length / font_size)) * font_size,
		(page->used_slots / (texture_side_length / font_size)) * font_size
		);
	source_rect.UpperLeftCorner = page_position;
	source_rect.LowerRightCorner = core::vector2di(page_position.X + bits.width, page_position.Y + bits.rows);

	page->dirty = true;
	++page->used_slots;
	--page->available_slots;

	// We grab the glyph bitmap here so the data won't be removed when the next glyph is loaded.
	surface = createGlyphImage(bits, driver);

	// Set our glyph as loaded.
	isLoaded = true;
}

void SGUITTGlyph::unload()
{
	if (surface)
	{
		surface->drop();
		surface = 0;
	}
	isLoaded = false;
}

//////////////////////

CGUITTFont* CGUITTFont::createTTFont(IGUIEnvironment *env, const io::path& filename, const u32 size, const bool antialias, const bool transparency)
{
	if (!c_libraryLoaded)
	{
		if (FT_Init_FreeType(&c_library))
			return 0;
		c_libraryLoaded = true;
	}

	CGUITTFont* font = new CGUITTFont(env);
	bool ret = font->load(filename, size, antialias, transparency);
	if (!ret)
	{
		font->drop();
		return 0;
	}

	return font;
}

CGUITTFont* CGUITTFont::createTTFont(IrrlichtDevice *device, const io::path& filename, const u32 size, const bool antialias, const bool transparency)
{
	if (!c_libraryLoaded)
	{
		if (FT_Init_FreeType(&c_library))
			return 0;
		c_libraryLoaded = true;
	}

	CGUITTFont* font = new CGUITTFont(device->getGUIEnvironment());
	font->Device = device;
	bool ret = font->load(filename, size, antialias, transparency);
	if (!ret)
	{
		font->drop();
		return 0;
	}

	return font;
}

CGUITTFont* CGUITTFont::create(IGUIEnvironment *env, const io::path& filename, const u32 size, const bool antialias, const bool transparency)
{
	return CGUITTFont::createTTFont(env, filename, size, antialias, transparency);
}

CGUITTFont* CGUITTFont::create(IrrlichtDevice *device, const io::path& filename, const u32 size, const bool antialias, const bool transparency)
{
	return CGUITTFont::createTTFont(device, filename, size, antialias, transparency);
}

//////////////////////

//! Constructor.
CGUITTFont::CGUITTFont(IGUIEnvironment *env)
: use_monochrome(false), use_transparency(true), use_hinting(true), use_auto_hinting(true),
batch_load_size(1), Device(0), Environment(env), Driver(0), GlobalKerningWidth(0), GlobalKerningHeight(0)
{
	#ifdef _DEBUG
	setDebugName("CGUITTFont");
	#endif

	if (Environment)
	{
		// don't grab environment, to avoid circular references
		Driver = Environment->getVideoDriver();
	}

	if (Driver)
		Driver->grab();

	setInvisibleCharacters(L" ");

	// Glyphs aren't reference counted, so don't try to delete them when we free the array.
	Glyphs.set_free_when_destroyed(false);
}

bool CGUITTFont::load(const io::path& filename, const u32 size, const bool antialias, const bool transparency)
{
	// Some sanity checks.
	if (Environment == 0 || Driver == 0) return false;
	if (size == 0) return false;
	if (filename.size() == 0) return false;

	io::IFileSystem* filesystem = Environment->getFileSystem();
	irr::ILogger* logger = (Device != 0 ? Device->getLogger() : 0);
	this->size = size;
	this->filename = filename;

	// Update the font loading flags when the font is first loaded.
	this->use_monochrome = !antialias;
	this->use_transparency = transparency;
	update_load_flags();

	// Log.
	if (logger)
		logger->log(L"CGUITTFont", core::stringw(core::stringw(L"Creating new font: ") + core::ustring(filename).toWCHAR_s() + L" " + core::stringc(size) + L"pt " + (antialias ? L"+antialias " : L"-antialias ") + (transparency ? L"+transparency" : L"-transparency")).c_str(), irr::ELL_INFORMATION);

	// Grab the face.
	SGUITTFace* face = 0;
	core::map<io::path, SGUITTFace*>::Node* node = c_faces.find(filename);
	if (node == 0)
	{
		face = new SGUITTFace();
		c_faces.set(filename, face);

		if (filesystem)
		{
			// Read in the file data.
			io::IReadFile* file = filesystem->createAndOpenFile(filename);
			if (file == 0)
			{
				if (logger) logger->log(L"CGUITTFont", L"Failed to open the file.", irr::ELL_INFORMATION);

				c_faces.remove(filename);
				delete face;
				face = 0;
				return false;
			}
			face->face_buffer = new FT_Byte[file->getSize()];
			file->read(face->face_buffer, file->getSize());
			face->face_buffer_size = file->getSize();
			file->drop();

			// Create the face.
			if (FT_New_Memory_Face(c_library, face->face_buffer, face->face_buffer_size, 0, &face->face))
			{
				if (logger) logger->log(L"CGUITTFont", L"FT_New_Memory_Face failed.", irr::ELL_INFORMATION);

				c_faces.remove(filename);
				delete face;
				face = 0;
				return false;
			}
		}
		else
		{
			core::ustring converter(filename);
			if (FT_New_Face(c_library, reinterpret_cast<const char*>(converter.toUTF8_s().c_str()), 0, &face->face))
			{
				if (logger) logger->log(L"CGUITTFont", L"FT_New_Face failed.", irr::ELL_INFORMATION);

				c_faces.remove(filename);
				delete face;
				face = 0;
				return false;
			}
		}
	}
	else
	{
		// Using another instance of this face.
		face = node->getValue();
		face->grab();
	}

	// Store our face.
	tt_face = face->face;

	// Store font metrics.
	FT_Set_Pixel_Sizes(tt_face, size, 0);
	font_metrics = tt_face->size->metrics;

	// Allocate our glyphs.
	Glyphs.clear();
	Glyphs.reallocate(tt_face->num_glyphs);
	Glyphs.set_used(tt_face->num_glyphs);
	for (FT_Long i = 0; i < tt_face->num_glyphs; ++i)
	{
		Glyphs[i].isLoaded = false;
		Glyphs[i].glyph_page = 0;
		Glyphs[i].source_rect = core::recti();
		Glyphs[i].offset = core::vector2di();
		Glyphs[i].advance = FT_Vector();
		Glyphs[i].surface = 0;
		Glyphs[i].parent = this;
	}

	// Cache the first 127 ascii characters.
	u32 old_size = batch_load_size;
	batch_load_size = 127;
	getGlyphIndexByChar((uchar32_t)0);
	batch_load_size = old_size;

	return true;
}

CGUITTFont::~CGUITTFont()
{
	// Delete the glyphs and glyph pages.
	reset_images();
	CGUITTAssistDelete::Delete(Glyphs);
	//Glyphs.clear();

	// We aren't using this face anymore.
	core::map<io::path, SGUITTFace*>::Node* n = c_faces.find(filename);
	if (n)
	{
		SGUITTFace* f = n->getValue();

		// Drop our face.  If this was the last face, the destructor will clean up.
		if (f->drop())
			c_faces.remove(filename);

		// If there are no more faces referenced by FreeType, clean up.
		if (c_faces.size() == 0)
		{
			FT_Done_FreeType(c_library);
			c_libraryLoaded = false;
		}
	}

	// Drop our driver now.
	if (Driver)
		Driver->drop();
}

void CGUITTFont::reset_images()
{
	// Delete the glyphs.
	for (u32 i = 0; i != Glyphs.size(); ++i)
		Glyphs[i].unload();

	// Unload the glyph pages from video memory.
	for (u32 i = 0; i != Glyph_Pages.size(); ++i)
		delete Glyph_Pages[i];
	Glyph_Pages.clear();

	// Always update the internal FreeType loading flags after resetting.
	update_load_flags();
}

void CGUITTFont::update_glyph_pages() const
{
	for (u32 i = 0; i != Glyph_Pages.size(); ++i)
	{
		if (Glyph_Pages[i]->dirty)
			Glyph_Pages[i]->updateTexture();
	}
}

CGUITTGlyphPage* CGUITTFont::getLastGlyphPage() const
{
	CGUITTGlyphPage* page = 0;
	if (Glyph_Pages.empty())
		return 0;
	else
	{
		page = Glyph_Pages[getLastGlyphPageIndex()];
		if (page->available_slots == 0)
			page = 0;
	}
	return page;
}

CGUITTGlyphPage* CGUITTFont::createGlyphPage(const u8& pixel_mode)
{
	CGUITTGlyphPage* page = 0;
	
	// Name of our page.
	io::path name("TTFontGlyphPage_");
	name += tt_face->family_name;
	name += ".";
	name += tt_face->style_name;
	name += ".";
	name += size;
	name += "_";
	name += Glyph_Pages.size(); // The newly created page will be at the end of the collection.

	// Create the new page.
	page = new CGUITTGlyphPage(Driver, name);

	// Determine our maximum texture size.
	// If we keep getting 0, set it to 1024x1024, as that number is pretty safe.
	core::dimension2du max_texture_size = max_page_texture_size;
	if (max_texture_size.Width == 0 || max_texture_size.Height == 0)
		max_texture_size = Driver->getMaxTextureSize();
	if (max_texture_size.Width == 0 || max_texture_size.Height == 0)
		max_texture_size = core::dimension2du(1024, 1024);

	// We want to try to put at least 144 glyphs on a single texture.
	core::dimension2du page_texture_size;
	if (size <= 21) page_texture_size = core::dimension2du(256, 256);
	else if (size <= 42) page_texture_size = core::dimension2du(512, 512);
	else if (size <= 84) page_texture_size = core::dimension2du(1024, 1024);
	else if (size <= 168) page_texture_size = core::dimension2du(2048, 2048);
	else page_texture_size = core::dimension2du(4096, 4096);

	if (page_texture_size.Width > max_texture_size.Width || page_texture_size.Height > max_texture_size.Height)
		page_texture_size = max_texture_size;

	if (!page->createPageTexture(pixel_mode, page_texture_size))
		// TODO: add error message?
		return 0;

	if (page)
	{
		// Determine the number of glyph slots on the page and add it to the list of pages.
		page->available_slots = (page_texture_size.Width / size) * (page_texture_size.Height / size);
		Glyph_Pages.push_back(page);
	}
	return page;
}

void CGUITTFont::setTransparency(const bool flag)
{
	use_transparency = flag;
	reset_images();
}

void CGUITTFont::setMonochrome(const bool flag)
{
	use_monochrome = flag;
	reset_images();
}

void CGUITTFont::setFontHinting(const bool enable, const bool enable_auto_hinting)
{
	use_hinting = enable;
	use_auto_hinting = enable_auto_hinting;
	reset_images();
}

void CGUITTFont::draw(const core::stringw& text, const core::rect<s32>& position, video::SColor color, bool hcenter, bool vcenter, const core::rect<s32>* clip)
{
	if (!Driver)
		return;

	// Clear the glyph pages of their render information.
	for (u32 i = 0; i < Glyph_Pages.size(); ++i)
	{
		Glyph_Pages[i]->render_positions.clear();
		Glyph_Pages[i]->render_source_rects.clear();
	}

	// Set up some variables.
	core::dimension2d<s32> textDimension;
	core::position2d<s32> offset = position.UpperLeftCorner;

	// Determine offset positions.
	if (hcenter || vcenter)
	{
		textDimension = getDimension(text.c_str());

		if (hcenter)
			offset.X = ((position.getWidth() - textDimension.Width) >> 1) + offset.X;

		if (vcenter)
			offset.Y = ((position.getHeight() - textDimension.Height) >> 1) + offset.Y;
	}

	// Convert to a unicode string.
	core::ustring utext(text);

	// Set up our render map.
	core::map<u32, CGUITTGlyphPage*> Render_Map;

	// Start parsing characters.
	u32 n;
	uchar32_t previousChar = 0;
	core::ustring::const_iterator iter(utext);
	while (!iter.atEnd())
	{
		uchar32_t currentChar = *iter;
		n = getGlyphIndexByChar(currentChar);
		bool visible = (Invisible.findFirst(currentChar) == -1);
		if (n > 0 && visible)
		{
			bool lineBreak=false;
			if (currentChar == L'\r') // Mac or Windows breaks
			{
				lineBreak = true;
				if (*(iter + 1) == (uchar32_t)'\n')	// Windows line breaks.
					currentChar = *(++iter);
			}
			else if (currentChar == (uchar32_t)'\n') // Unix breaks
			{
				lineBreak = true;
			}

			if (lineBreak)
			{
				previousChar = 0;
				offset.Y += font_metrics.ascender / 64;
				offset.X = position.UpperLeftCorner.X;

				if (hcenter)
					offset.X += (position.getWidth() - textDimension.Width) >> 1;
				++iter;
				continue;
			}

			// Calculate the glyph offset.
			s32 offx = Glyphs[n-1].offset.X;
			s32 offy = (font_metrics.ascender / 64) - Glyphs[n-1].offset.Y;

			// Apply kerning.
			core::vector2di k = getKerning(currentChar, previousChar);
			offset.X += k.X;
			offset.Y += k.Y;

			// Determine rendering information.
			SGUITTGlyph& glyph = Glyphs[n-1];
			CGUITTGlyphPage* const page = Glyph_Pages[glyph.glyph_page];
			page->render_positions.push_back(core::position2di(offset.X + offx, offset.Y + offy));
			page->render_source_rects.push_back(glyph.source_rect);
			Render_Map.set(glyph.glyph_page, page);
		}
		offset.X += getWidthFromCharacter(currentChar);

		previousChar = currentChar;
		++iter;
	}

	// Draw now.
	update_glyph_pages();
	core::map<u32, CGUITTGlyphPage*>::Iterator j = Render_Map.getIterator();
	while (!j.atEnd())
	{
		core::map<u32, CGUITTGlyphPage*>::Node* n = j.getNode();
		j++;
		if (n == 0) continue;

		CGUITTGlyphPage* page = n->getValue();

		if (!use_transparency) color.color |= 0xff000000;
		Driver->draw2DImageBatch(page->texture, page->render_positions, page->render_source_rects, clip, color, true);
	}
}

core::dimension2d<u32> CGUITTFont::getCharDimension(const wchar_t ch) const
{
	return core::dimension2d<u32>(getWidthFromCharacter(ch), getHeightFromCharacter(ch));
}

core::dimension2d<u32> CGUITTFont::getDimension(const wchar_t* text) const
{
	return getDimension(core::ustring(text));
}

core::dimension2d<u32> CGUITTFont::getDimension(const core::ustring& text) const
{
	// Get the maximum font height.  Unfortunately, we have to do this hack as
	// Irrlicht will draw things wrong.  In FreeType, the font size is the
	// maximum size for a single glyph, but that glyph may hang "under" the
	// draw line, increasing the total font height to beyond the set size.
	// Irrlicht does not understand this concept when drawing fonts.  Also, I
	// add +1 to give it a 1 pixel blank border.  This makes things like
	// tooltips look nicer.
	s32 test1 = getHeightFromCharacter((uchar32_t)'g') + 1;
	s32 test2 = getHeightFromCharacter((uchar32_t)'j') + 1;
	s32 test3 = getHeightFromCharacter((uchar32_t)'_') + 1;
	s32 max_font_height = core::max_(test1, core::max_(test2, test3));

	core::dimension2d<u32> text_dimension(0, max_font_height);
	core::dimension2d<u32> line(0, max_font_height);

	uchar32_t previousChar = 0;
	core::ustring::const_iterator iter = text.begin();
	for (; !iter.atEnd(); ++iter)
	{
		uchar32_t p = *iter;
		bool lineBreak = false;
		if (p == '\r')	// Mac or Windows line breaks.
		{
			lineBreak = true;
			if (*(iter + 1) == '\n')
			{
				++iter;
				p = *iter;
			}
		}
		else if (p == '\n')	// Unix line breaks.
		{
			lineBreak = true;
		}

		// Kerning.
		core::vector2di k = getKerning(p, previousChar);
		line.Width += k.X;
		previousChar = p;

		// Check for linebreak.
		if (lineBreak)
		{
			previousChar = 0;
			text_dimension.Height += line.Height;
			if (text_dimension.Width < line.Width)
				text_dimension.Width = line.Width;
			line.Width = 0;
			line.Height = max_font_height;
			continue;
		}
		line.Width += getWidthFromCharacter(p);
	}
	if (text_dimension.Width < line.Width)
		text_dimension.Width = line.Width;

	return text_dimension;
}

inline u32 CGUITTFont::getWidthFromCharacter(wchar_t c) const
{
	return getWidthFromCharacter((uchar32_t)c);
}

inline u32 CGUITTFont::getWidthFromCharacter(uchar32_t c) const
{
	// Set the size of the face.
	// This is because we cache faces and the face may have been set to a different size.
	//FT_Set_Pixel_Sizes(tt_face, 0, size);

	u32 n = getGlyphIndexByChar(c);
	if (n > 0)
	{
		int w = Glyphs[n-1].advance.x / 64;
		return w;
	}
	if (c >= 0x2000)
		return (font_metrics.ascender / 64);
	else return (font_metrics.ascender / 64) / 2;
}

inline u32 CGUITTFont::getHeightFromCharacter(wchar_t c) const
{
	return getHeightFromCharacter((uchar32_t)c);
}

inline u32 CGUITTFont::getHeightFromCharacter(uchar32_t c) const
{
	// Set the size of the face.
	// This is because we cache faces and the face may have been set to a different size.
	//FT_Set_Pixel_Sizes(tt_face, 0, size);

	u32 n = getGlyphIndexByChar(c);
	if (n > 0)
	{
		// Grab the true height of the character, taking into account underhanging glyphs.
		s32 height = (font_metrics.ascender / 64) - Glyphs[n-1].offset.Y + Glyphs[n-1].source_rect.getHeight();
		return height;
	}
	if (c >= 0x2000)
		return (font_metrics.ascender / 64);
	else return (font_metrics.ascender / 64) / 2;
}

u32 CGUITTFont::getGlyphIndexByChar(wchar_t c) const
{
	return getGlyphIndexByChar((uchar32_t)c);
}

u32 CGUITTFont::getGlyphIndexByChar(uchar32_t c) const
{
	// Get the glyph.
	u32 glyph = FT_Get_Char_Index(tt_face, c);

	// Check for a valid glyph.  If it is invalid, attempt to use the replacement character.
	if (glyph == 0)
		glyph = FT_Get_Char_Index(tt_face, core::unicode::UTF_REPLACEMENT_CHARACTER);

	// If our glyph is already loaded, don't bother doing any batch loading code.
	if (glyph != 0 && Glyphs[glyph - 1].isLoaded)
		return glyph;

	// Determine our batch loading positions.
	u32 half_size = (batch_load_size / 2);
	u32 start_pos = 0;
	if (c > half_size) start_pos = c - half_size;
	u32 end_pos = start_pos + batch_load_size;

	// Load all our characters.
	do
	{
		// Get the character we are going to load.
		u32 char_index = FT_Get_Char_Index(tt_face, start_pos);

		// If the glyph hasn't been loaded yet, do it now.
		if (char_index)
		{
			SGUITTGlyph& glyph = Glyphs[char_index - 1];
			if (!glyph.isLoaded)
			{
				glyph.preload(char_index, tt_face, Driver, size, load_flags);
				Glyph_Pages[glyph.glyph_page]->pushGlyphToBePaged(&glyph);
			}
		}
	}
	while (++start_pos < end_pos);

	// Return our original character.
	return glyph;
}

s32 CGUITTFont::getCharacterFromPos(const wchar_t* text, s32 pixel_x) const
{
	return getCharacterFromPos(core::ustring(text), pixel_x);
}

s32 CGUITTFont::getCharacterFromPos(const core::ustring& text, s32 pixel_x) const
{
	s32 x = 0;
	//s32 idx = 0;

	u32 character = 0;
	uchar32_t previousChar = 0;
	core::ustring::const_iterator iter = text.begin();
	while (!iter.atEnd())
	{
		uchar32_t c = *iter;
		x += getWidthFromCharacter(c);

		// Kerning.
		core::vector2di k = getKerning(c, previousChar);
		x += k.X;

		if (x >= pixel_x)
			return character;

		previousChar = c;
		++iter;
		++character;
	}

	return -1;
}

void CGUITTFont::setKerningWidth(s32 kerning)
{
	GlobalKerningWidth = kerning;
}

void CGUITTFont::setKerningHeight(s32 kerning)
{
	GlobalKerningHeight = kerning;
}

s32 CGUITTFont::getKerningWidth(const wchar_t* thisLetter, const wchar_t* previousLetter) const
{
	if (tt_face == 0)
		return GlobalKerningWidth;
	if (thisLetter == 0 || previousLetter == 0)
		return 0;

	return getKerningWidth((uchar32_t)*thisLetter, (uchar32_t)*previousLetter);
}

s32 CGUITTFont::getKerningWidth(const uchar32_t thisLetter, const uchar32_t previousLetter) const
{
	// Return only the kerning width.
	return getKerning(thisLetter, previousLetter).X;
}

s32 CGUITTFont::getKerningHeight() const
{
	// FreeType 2 currently doesn't return any height kerning information.
	return GlobalKerningHeight;
}

core::vector2di CGUITTFont::getKerning(const wchar_t thisLetter, const wchar_t previousLetter) const
{
	return getKerning((uchar32_t)thisLetter, (uchar32_t)previousLetter);
}

core::vector2di CGUITTFont::getKerning(const uchar32_t thisLetter, const uchar32_t previousLetter) const
{
	if (tt_face == 0 || thisLetter == 0 || previousLetter == 0)
		return core::vector2di();

	// Set the size of the face.
	// This is because we cache faces and the face may have been set to a different size.
	FT_Set_Pixel_Sizes(tt_face, 0, size);

	core::vector2di ret(GlobalKerningWidth, GlobalKerningHeight);

	// If we don't have kerning, no point in continuing.
	if (!FT_HAS_KERNING(tt_face))
		return ret;

	// Get the kerning information.
	FT_Vector v;
	FT_Get_Kerning(tt_face, getGlyphIndexByChar(previousLetter), getGlyphIndexByChar(thisLetter), FT_KERNING_DEFAULT, &v);

	// If we have a scalable font, the return value will be in font points.
	if (FT_IS_SCALABLE(tt_face))
	{
		// Font points, so divide by 64.
		ret.X += (v.x / 64);
		ret.Y += (v.y / 64);
	}
	else
	{
		// Pixel units.
		ret.X += v.x;
		ret.Y += v.y;
	}
	return ret;
}

void CGUITTFont::setInvisibleCharacters(const wchar_t *s)
{
	core::ustring us(s);
	Invisible = us;
}

void CGUITTFont::setInvisibleCharacters(const core::ustring& s)
{
	Invisible = s;
}

video::IImage* CGUITTFont::createTextureFromChar(const uchar32_t& ch)
{
	u32 n = getGlyphIndexByChar(ch);
	const SGUITTGlyph& glyph = Glyphs[n-1];
	CGUITTGlyphPage* page = Glyph_Pages[glyph.glyph_page];

	if (page->dirty)
		page->updateTexture();

	video::ITexture* tex = page->texture;

	// Acquire a read-only lock of the corresponding page texture.
	#if IRRLICHT_VERSION_MAJOR==1 && IRRLICHT_VERSION_MINOR>=8
	void* ptr = tex->lock(video::ETLM_READ_ONLY);
	#else
	void* ptr = tex->lock(true);
	#endif

	video::ECOLOR_FORMAT format = tex->getColorFormat();
	core::dimension2du tex_size = tex->getOriginalSize();
	video::IImage* pageholder = Driver->createImageFromData(format, tex_size, ptr, true, false);

	// Copy the image data out of the page texture.
	core::dimension2du glyph_size(glyph.source_rect.getSize());
	video::IImage* image = Driver->createImage(format, glyph_size);
	pageholder->copyTo(image, core::position2di(0, 0), glyph.source_rect);

	tex->unlock();
	return image;
}

video::ITexture* CGUITTFont::getPageTextureByIndex(const u32& page_index) const
{
	if (page_index < Glyph_Pages.size())
		return Glyph_Pages[page_index]->texture;
	else
		return 0;
}

void CGUITTFont::createSharedPlane()
{
	/*
		2___3
		|  /|
		| / |	<-- plane mesh is like this, point 2 is (0,0), point 0 is (0, -1)
		|/  |	<-- the texture coords of point 2 is (0,0, point 0 is (0, 1)
		0---1
	*/

	using namespace core;
	using namespace video;
	using namespace scene;
	S3DVertex vertices[4];
	u16 indices[6] = {0,2,3,3,1,0};
	vertices[0] = S3DVertex(vector3df(0,-1,0), vector3df(0,0,-1), SColor(255,255,255,255), vector2df(0,1));
	vertices[1] = S3DVertex(vector3df(1,-1,0), vector3df(0,0,-1), SColor(255,255,255,255), vector2df(1,1));
	vertices[2] = S3DVertex(vector3df(0, 0,0), vector3df(0,0,-1), SColor(255,255,255,255), vector2df(0,0));
	vertices[3] = S3DVertex(vector3df(1, 0,0), vector3df(0,0,-1), SColor(255,255,255,255), vector2df(1,0));

	SMeshBuffer* buf = new SMeshBuffer();
	buf->append(vertices, 4, indices, 6);

	shared_plane_.addMeshBuffer( buf );

	shared_plane_ptr_ = &shared_plane_;
	buf->drop(); //the addMeshBuffer method will grab it, so we can drop this ptr.
}

core::dimension2d<u32> CGUITTFont::getDimensionUntilEndOfLine(const wchar_t* p) const
{
	core::stringw s;
	for (const wchar_t* temp = p; temp && *temp != '\0' && *temp != L'\r' && *temp != L'\n'; ++temp )
		s.append(*temp);

	return getDimension(s.c_str());
}

core::array<scene::ISceneNode*> CGUITTFont::addTextSceneNode(const wchar_t* text, scene::ISceneManager* smgr, scene::ISceneNode* parent, const video::SColor& color, bool center)
{
	using namespace core;
	using namespace video;
	using namespace scene;

	array<scene::ISceneNode*> container;

	if (!Driver || !smgr) return container;
	if (!parent)
		parent = smgr->addEmptySceneNode(smgr->getRootSceneNode(), -1);
	// if you don't specify parent, then we add a empty node attached to the root node
	// this is generally undesirable.

	if (!shared_plane_ptr_) //this points to a static mesh that contains the plane
		createSharedPlane(); //if it's not initialized, we create one.

	dimension2d<s32> text_size(getDimension(text)); //convert from unsigned to signed.
	vector3df start_point(0, 0, 0), offset;

	/** NOTICE:
		Because we are considering adding texts into 3D world, all Y axis vectors are inverted.
	**/

	// There's currently no "vertical center" concept when you apply text scene node to the 3D world.
	if (center)
	{
		offset.X = start_point.X = -text_size.Width / 2.f;
		offset.Y = start_point.Y = +text_size.Height/ 2.f;
		offset.X += (text_size.Width - getDimensionUntilEndOfLine(text).Width) >> 1;
	}

	// the default font material
	SMaterial mat;
	mat.setFlag(video::EMF_LIGHTING, true);
	mat.setFlag(video::EMF_ZWRITE_ENABLE, false);
	mat.setFlag(video::EMF_NORMALIZE_NORMALS, true);
	mat.ColorMaterial = video::ECM_NONE;
	mat.MaterialType = use_transparency ? video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_SOLID;
	mat.MaterialTypeParam = 0.01f;
	mat.DiffuseColor = color;

	wchar_t current_char = 0, previous_char = 0;
	u32 n = 0;

	array<u32> glyph_indices;

	while (*text)
	{
		current_char = *text;
		bool line_break=false;
		if (current_char == L'\r') // Mac or Windows breaks
		{
			line_break = true;
			if (*(text + 1) == L'\n') // Windows line breaks.
				current_char = *(++text);
		}
		else if (current_char == L'\n') // Unix breaks
		{
			line_break = true;
		}

		if (line_break)
		{
			previous_char = 0;
			offset.Y -= tt_face->size->metrics.ascender / 64;
			offset.X = start_point.X;
			if (center)
				offset.X += (text_size.Width - getDimensionUntilEndOfLine(text+1).Width) >> 1;
			++text;
		}
		else
		{
			n = getGlyphIndexByChar(current_char);
			if (n > 0)
			{
				glyph_indices.push_back( n );

				// Store glyph size and offset informations.
				SGUITTGlyph const& glyph = Glyphs[n-1];
				u32 texw = glyph.source_rect.getWidth();
				u32 texh = glyph.source_rect.getHeight();
				s32 offx = glyph.offset.X;
				s32 offy = (font_metrics.ascender / 64) - glyph.offset.Y;

				// Apply kerning.
				vector2di k = getKerning(current_char, previous_char);
				offset.X += k.X;
				offset.Y += k.Y;

				vector3df current_pos(offset.X + offx, offset.Y - offy, 0);
				dimension2d<u32> letter_size = dimension2d<u32>(texw, texh);

				// Now we copy planes corresponding to the letter size.
				IMeshManipulator* mani = smgr->getMeshManipulator();
				IMesh* meshcopy = mani->createMeshCopy(shared_plane_ptr_);
				#if IRRLICHT_VERSION_MAJOR==1 && IRRLICHT_VERSION_MINOR>=8
				mani->scale(meshcopy, vector3df((f32)letter_size.Width, (f32)letter_size.Height, 1));
				#else
				mani->scaleMesh(meshcopy, vector3df((f32)letter_size.Width, (f32)letter_size.Height, 1));
				#endif

				ISceneNode* current_node = smgr->addMeshSceneNode(meshcopy, parent, -1, current_pos);
				meshcopy->drop();

				current_node->getMaterial(0) = mat;
				current_node->setAutomaticCulling(EAC_OFF);
				current_node->setIsDebugObject(true);  //so the picking won't have any effect on individual letter
				//current_node->setDebugDataVisible(EDS_BBOX); //de-comment this when debugging

				container.push_back(current_node);
			}
			offset.X += getWidthFromCharacter(current_char);
			previous_char = current_char;
			++text;
		}
	}

	update_glyph_pages();
	//only after we update the textures can we use the glyph page textures.

	for (u32 i = 0; i < glyph_indices.size(); ++i)
	{
		u32 n = glyph_indices[i];
		SGUITTGlyph const& glyph = Glyphs[n-1];
		ITexture* current_tex = Glyph_Pages[glyph.glyph_page]->texture;
		f32 page_texture_size = (f32)current_tex->getSize().Width;
		//Now we calculate the UV position according to the texture size and the source rect.
		//
		//  2___3
		//  |  /|
		//  | / |	<-- plane mesh is like this, point 2 is (0,0), point 0 is (0, -1)
		//  |/  |	<-- the texture coords of point 2 is (0,0, point 0 is (0, 1)
		//  0---1
		//
		f32 u1 = glyph.source_rect.UpperLeftCorner.X / page_texture_size;
		f32 u2 = u1 + (glyph.source_rect.getWidth() / page_texture_size);
		f32 v1 = glyph.source_rect.UpperLeftCorner.Y / page_texture_size;
		f32 v2 = v1 + (glyph.source_rect.getHeight() / page_texture_size);

		//we can be quite sure that this is IMeshSceneNode, because we just added them in the above loop.
		IMeshSceneNode* node = static_cast<IMeshSceneNode*>(container[i]);

		S3DVertex* pv = static_cast<S3DVertex*>(node->getMesh()->getMeshBuffer(0)->getVertices());
		//pv[0].TCoords.Y = pv[1].TCoords.Y = (letter_size.Height - 1) / static_cast<f32>(letter_size.Height);
		//pv[1].TCoords.X = pv[3].TCoords.X = (letter_size.Width - 1)  / static_cast<f32>(letter_size.Width);
		pv[0].TCoords = vector2df(u1, v2);
		pv[1].TCoords = vector2df(u2, v2);
		pv[2].TCoords = vector2df(u1, v1);
		pv[3].TCoords = vector2df(u2, v1);

		container[i]->getMaterial(0).setTexture(0, current_tex);
	}

	return container;
}

} // end namespace gui
} // end namespace irr
s="hl opt">; i<100; i++) { v3s16 p = m_pos + m_dir; v3s16 p1 = p + v3s16(0,1,0); if(vmanip.m_area.contains(p) == false || vmanip.m_area.contains(p1) == false || i % 4 == 0) { randomizeDir(); continue; } if(vmanip.getNodeNoExNoEmerge(p).getContent() == LEGN(m_ndef, "CONTENT_COBBLE") && vmanip.getNodeNoExNoEmerge(p1).getContent() == LEGN(m_ndef, "CONTENT_COBBLE")) { // Found wall, this is a good place! result_place = p; result_dir = m_dir; // Randomize next direction randomizeDir(); return true; } /* Determine where to move next */ // Jump one up if the actual space is there if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == LEGN(m_ndef, "CONTENT_COBBLE") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == LEGN(m_ndef, "CONTENT_AIR") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == LEGN(m_ndef, "CONTENT_AIR")) p += v3s16(0,1,0); // Jump one down if the actual space is there if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == LEGN(m_ndef, "CONTENT_COBBLE") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == LEGN(m_ndef, "CONTENT_AIR") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == LEGN(m_ndef, "CONTENT_AIR")) p += v3s16(0,-1,0); // Check if walking is now possible if(vmanip.getNodeNoExNoEmerge(p).getContent() != LEGN(m_ndef, "CONTENT_AIR") || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != LEGN(m_ndef, "CONTENT_AIR")) { // Cannot continue walking here randomizeDir(); continue; } // Move there m_pos = p; } return false; } bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, v3s16 &result_doordir, v3s16 &result_roomplace) { for(s16 trycount=0; trycount<30; trycount++) { v3s16 doorplace; v3s16 doordir; bool r = findPlaceForDoor(doorplace, doordir); if(r == false) continue; v3s16 roomplace; // X east, Z north, Y up #if 1 if(doordir == v3s16(1,0,0)) // X+ roomplace = doorplace + v3s16(0,-1,m_random.range(-roomsize.Z+2,-2)); if(doordir == v3s16(-1,0,0)) // X- roomplace = doorplace + v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2)); if(doordir == v3s16(0,0,1)) // Z+ roomplace = doorplace + v3s16(m_random.range(-roomsize.X+2,-2),-1,0); if(doordir == v3s16(0,0,-1)) // Z- roomplace = doorplace + v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1); #endif #if 0 if(doordir == v3s16(1,0,0)) // X+ roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2); if(doordir == v3s16(-1,0,0)) // X- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2); if(doordir == v3s16(0,0,1)) // Z+ roomplace = doorplace + v3s16(-roomsize.X/2,-1,0); if(doordir == v3s16(0,0,-1)) // Z- roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1); #endif // Check fit bool fits = true; for(s16 z=1; z<roomsize.Z-1; z++) for(s16 y=1; y<roomsize.Y-1; y++) for(s16 x=1; x<roomsize.X-1; x++) { v3s16 p = roomplace + v3s16(x,y,z); if(vmanip.m_area.contains(p) == false) { fits = false; break; } if(vmanip.m_flags[vmanip.m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) { fits = false; break; } } if(fits == false) { // Find new place continue; } result_doorplace = doorplace; result_doordir = doordir; result_roomplace = roomplace; return true; } return false; } private: VoxelManipulator &vmanip; v3s16 m_pos; v3s16 m_dir; PseudoRandom &m_random; INodeDefManager *m_ndef; }; static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, INodeDefManager *ndef) { v3s16 areasize = vmanip.m_area.getExtent(); v3s16 roomsize; v3s16 roomplace; /* Find place for first room */ bool fits = false; for(u32 i=0; i<100; i++) { roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); roomplace = vmanip.m_area.MinEdge + v3s16( random.range(0,areasize.X-roomsize.X-1), random.range(0,areasize.Y-roomsize.Y-1), random.range(0,areasize.Z-roomsize.Z-1)); /* Check that we're not putting the room to an unknown place, otherwise it might end up floating in the air */ fits = true; for(s16 z=1; z<roomsize.Z-1; z++) for(s16 y=1; y<roomsize.Y-1; y++) for(s16 x=1; x<roomsize.X-1; x++) { v3s16 p = roomplace + v3s16(x,y,z); u32 vi = vmanip.m_area.index(p); if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) { fits = false; break; } if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE) { fits = false; break; } } if(fits) break; } // No place found if(fits == false) return; /* Stores the center position of the last room made, so that a new corridor can be started from the last room instead of the new room, if chosen so. */ v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2); u32 room_count = random.range(2,7); for(u32 i=0; i<room_count; i++) { // Make a room to the determined place make_room1(vmanip, roomsize, roomplace, ndef); v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2); // Place torch at room center (for testing) //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(LEGN(ndef, "CONTENT_TORCH")); // Quit if last room if(i == room_count-1) break; // Determine walker start position bool start_in_last_room = (random.range(0,2)!=0); //bool start_in_last_room = true; v3s16 walker_start_place; if(start_in_last_room) { walker_start_place = last_room_center; } else { walker_start_place = room_center; // Store center of current room as the last one last_room_center = room_center; } // Create walker and find a place for a door RoomWalker walker(vmanip, walker_start_place, random, ndef); v3s16 doorplace; v3s16 doordir; bool r = walker.findPlaceForDoor(doorplace, doordir); if(r == false) return; if(random.range(0,1)==0) // Make the door make_door1(vmanip, doorplace, doordir, ndef); else // Don't actually make a door doorplace -= doordir; // Make a random corridor starting from the door v3s16 corridor_end; v3s16 corridor_end_dir; make_corridor(vmanip, doorplace, doordir, corridor_end, corridor_end_dir, random, ndef); // Find a place for a random sized room roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); walker.setPos(corridor_end); walker.setDir(corridor_end_dir); r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace); if(r == false) return; if(random.range(0,1)==0) // Make the door make_door1(vmanip, doorplace, doordir, ndef); else // Don't actually make a door roomplace -= doordir; } } static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random, INodeDefManager *ndef) { v3s16 dir; u8 facedir_i = 0; s32 r = random.range(0, 3); if(r == 0){ dir = v3s16( 1, 0, 0); facedir_i = 3; } if(r == 1){ dir = v3s16(-1, 0, 0); facedir_i = 1; } if(r == 2){ dir = v3s16( 0, 0, 1); facedir_i = 2; } if(r == 3){ dir = v3s16( 0, 0,-1); facedir_i = 0; } v3s16 p = vmanip.m_area.MinEdge + v3s16( 16+random.range(0,15), 16+random.range(0,15), 16+random.range(0,15)); vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC"), facedir_i); u32 length = random.range(3,15); for(u32 j=0; j<length; j++) { p -= dir; vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC_RB")); } } /* Noise functions. Make sure seed is mangled differently in each one. */ /* 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 //#define CAVE_NOISE_SCALE 10.0 //#define CAVE_NOISE_SCALE 7.5 //#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) NoiseParams get_cave_noise1_params(u64 seed) { /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7, 200, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7, 100, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6, 100, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3, 100, CAVE_NOISE_SCALE);*/ return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5, 50, CAVE_NOISE_SCALE); //return NoiseParams(NOISE_CONSTANT_ONE); } NoiseParams get_cave_noise2_params(u64 seed) { /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7, 200, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7, 100, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3, 100, CAVE_NOISE_SCALE);*/ return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5, 50, CAVE_NOISE_SCALE); //return NoiseParams(NOISE_CONSTANT_ONE); } NoiseParams get_ground_noise1_params(u64 seed) { return NoiseParams(NOISE_PERLIN, seed+983240, 4, 0.55, 80.0, 40.0); } NoiseParams get_ground_crumbleness_params(u64 seed) { return NoiseParams(NOISE_PERLIN, seed+34413, 3, 1.3, 20.0, 1.0); } NoiseParams get_ground_wetness_params(u64 seed) { return NoiseParams(NOISE_PERLIN, seed+32474, 4, 1.1, 40.0, 1.0); } bool is_cave(u64 seed, v3s16 p) { double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z); double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z); return d1*d2 > CAVE_NOISE_THRESHOLD; } /* Ground density noise shall be interpreted by using this. TODO: No perlin noises here, they should be outsourced and buffered NOTE: The speed of these actually isn't terrible */ bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed) { //return ((double)p.Y < ground_noise1_val); double f = 0.55 + noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Z/250, seed+920381, 3, 0.45); if(f < 0.01) f = 0.01; else if(f >= 1.0) f *= 1.6; double h = WATER_LEVEL + 10 * noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Z/250, seed+84174, 4, 0.5); /*double f = 1; double h = 0;*/ return ((double)p.Y - h < ground_noise1_val * f); } /* Queries whether a position is ground or not. */ bool is_ground(u64 seed, v3s16 p) { double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z); return val_is_ground(val1, p, seed); } // Amount of trees per area in nodes double tree_amount_2d(u64 seed, v2s16 p) { /*double noise = noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Y/250, seed+2, 5, 0.66);*/ double noise = noise2d_perlin( 0.5+(float)p.X/125, 0.5+(float)p.Y/125, seed+2, 4, 0.66); double zeroval = -0.39; if(noise < zeroval) return 0; else return 0.04 * (noise-zeroval) / (1.0-zeroval); } double surface_humidity_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( 0.5+(float)p.X/500, 0.5+(float)p.Y/500, seed+72384, 4, 0.66); noise = (noise + 1.0)/2.0; if(noise < 0.0) noise = 0.0; if(noise > 1.0) noise = 1.0; return noise; } #if 0 double randomstone_amount_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Y/250, seed+3829434, 5, 0.66); double zeroval = 0.1; if(noise < zeroval) return 0; else return 0.01 * (noise-zeroval) / (1.0-zeroval); } #endif double largestone_amount_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Y/250, seed+14143242, 5, 0.66); double zeroval = 0.3; if(noise < zeroval) return 0; else return 0.005 * (noise-zeroval) / (1.0-zeroval); } /* Incrementally find ground level from 3d noise */ s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { // Start a bit fuzzy to make averaging lower precision values // more useful s16 level = myrand_range(-precision/2, precision/2); s16 dec[] = {31000, 100, 20, 4, 1, 0}; s16 i; for(i = 1; dec[i] != 0 && precision <= dec[i]; i++) { // First find non-ground by going upwards // Don't stop in caves. { s16 max = level+dec[i-1]*2; v3s16 p(p2d.X, level, p2d.Y); for(; p.Y < max; p.Y += dec[i]) { if(!is_ground(seed, p)) { level = p.Y; break; } } } // Then find ground by going downwards from there. // Go in caves, too, when precision is 1. { s16 min = level-dec[i-1]*2; v3s16 p(p2d.X, level, p2d.Y); for(; p.Y>min; p.Y-=dec[i]) { bool ground = is_ground(seed, p); /*if(dec[i] == 1 && is_cave(seed, p)) ground = false;*/ if(ground) { level = p.Y; break; } } } } // This is more like the actual ground level level += dec[i-1]/2; return level; } double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4); double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p) { v2s16 node_min = sectorpos*MAP_BLOCKSIZE; v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); double a = 0; a += find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p); a += find_ground_level_from_noise(seed, v2s16(node_min.X, node_max.Y), p); a += find_ground_level_from_noise(seed, v2s16(node_max.X, node_max.Y), p); a += find_ground_level_from_noise(seed, v2s16(node_max.X, node_min.Y), p); a += find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p); a /= 5; return a; } double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4); double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p) { v2s16 node_min = sectorpos*MAP_BLOCKSIZE; v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); double a = -31000; // Corners a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_max.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_max.X, node_max.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); // Center a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); // Side middle points a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p)); return a; } double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4); double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p) { v2s16 node_min = sectorpos*MAP_BLOCKSIZE; v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); double a = 31000; // Corners a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_max.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_max.X, node_max.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); // Center a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); // Side middle points a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p)); return a; } bool block_is_underground(u64 seed, v3s16 blockpos) { s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( seed, v2s16(blockpos.X, blockpos.Z)); if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) return true; else return false; } #if 0 #define AVERAGE_MUD_AMOUNT 4 double base_rock_level_2d(u64 seed, v2s16 p) { // The base ground level double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT + 20. * noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., (seed>>32)+654879876, 6, 0.6); /*// A bit hillier one double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., (seed>>27)+90340, 6, 0.69); if(base2 > base) base = base2;*/ #if 1 // Higher ground level double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed+85039, 5, 0.69); //higher = 30; // For debugging // Limit higher to at least base if(higher < base) higher = base; // Steepness factor of cliffs double b = 1.0 + 1.0 * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed-932, 7, 0.7); b = rangelim(b, 0.0, 1000.0); b = pow(b, 5); b *= 7; b = rangelim(b, 3.0, 1000.0); //dstream<<"b="<<b<<std::endl; //double b = 20; // Offset to more low double a_off = -0.2; // High/low selector /*double a = 0.5 + b * (a_off + noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., seed-359, 6, 0.7));*/ double a = (double)0.5 + b * (a_off + noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed-359, 5, 0.60)); // Limit a = rangelim(a, 0.0, 1.0); //dstream<<"a="<<a<<std::endl; double h = base*(1.0-a) + higher*a; #else double h = base; #endif return h; } double get_mud_add_amount(u64 seed, v2s16 p) { return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin( 0.5+(float)p.X/200, 0.5+(float)p.Y/200, seed+91013, 3, 0.55)); } #endif bool get_have_sand(u64 seed, v2s16 p2d) { // Determine whether to have sand here double sandnoise = noise2d_perlin( 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, seed+59420, 3, 0.50); return (sandnoise > -0.15); } /* Adds random objects to block, depending on the content of the block */ void add_random_objects(MapBlock *block) { #if 0 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) { bool last_node_walkable = false; for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) { v3s16 p(x0,y0,z0); MapNode n = block->getNodeNoEx(p); if(n.getContent() == CONTENT_IGNORE) continue; if(data->nodedef->get(n)->liquid_type != LIQUID_NONE) continue; if(data->nodedef->get(n)->walkable) { last_node_walkable = true; continue; } if(last_node_walkable) { // If block contains light information if(content_features(n).param_type == CPT_LIGHT) { if(n.getLight(LIGHTBANK_DAY) <= 3) { if(myrand() % 300 == 0) { v3f pos_f = intToFloat(p+block->getPosRelative(), BS); pos_f.Y -= BS*0.4; ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f); std::string data = obj->getStaticData(); StaticObject s_obj(obj->getType(), obj->getBasePosition(), data); // Add some block->m_static_objects.insert(0, s_obj); block->m_static_objects.insert(0, s_obj); block->m_static_objects.insert(0, s_obj); block->m_static_objects.insert(0, s_obj); block->m_static_objects.insert(0, s_obj); block->m_static_objects.insert(0, s_obj); delete obj; } if(myrand() % 1000 == 0) { v3f pos_f = intToFloat(p+block->getPosRelative(), BS); pos_f.Y -= BS*0.4; ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f); std::string data = obj->getStaticData(); StaticObject s_obj(obj->getType(), obj->getBasePosition(), data); // Add one block->m_static_objects.insert(0, s_obj); delete obj; } } } } last_node_walkable = false; } } block->raiseModified(MOD_STATE_WRITE_NEEDED, "mapgen::add_random_objects"); #endif } void make_block(BlockMakeData *data) { if(data->no_op) { //dstream<<"makeBlock: no-op"<<std::endl; return; } assert(data->vmanip); assert(data->nodedef); INodeDefManager *ndef = data->nodedef; v3s16 blockpos = data->blockpos; /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<"," <<blockpos.Z<<")"<<std::endl;*/ ManualMapVoxelManipulator &vmanip = *(data->vmanip); v3s16 blockpos_min = blockpos - v3s16(1,1,1); v3s16 blockpos_max = blockpos + v3s16(1,1,1); // Area of center block v3s16 node_min = blockpos*MAP_BLOCKSIZE; v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); // Full allocated area v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE; v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1); // Area of a block double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE; v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2); /* Get average ground level from noise */ s16 approx_groundlevel = (s16)get_sector_average_ground_level( data->seed, v2s16(blockpos.X, blockpos.Z)); //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl; s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2); s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( data->seed, v2s16(blockpos.X, blockpos.Z)); // Minimum amount of ground above the top of the central block s16 minimum_ground_depth = minimum_groundlevel - node_max.Y; s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level( data->seed, v2s16(blockpos.X, blockpos.Z), 1); // Maximum amount of ground above the bottom of the central block s16 maximum_ground_depth = maximum_groundlevel - node_min.Y; #if 1 /* Special case for high air or water: Just fill with air and water. */ if(maximum_ground_depth < -20) { for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); for(s16 y=node_min.Y; y<=node_max.Y; y++) { // Only modify places that have no content if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) { if(y <= WATER_LEVEL) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_WATERSOURCE")); else vmanip.m_data[i] = MapNode(CONTENT_AIR); } data->vmanip->m_area.add_y(em, i, 1); } } } // We're done return; } #endif /* If block is deep underground, this is set to true and ground density noise is not generated, for speed optimization. */ bool all_is_ground_except_caves = (minimum_ground_depth > 40); /* Create a block-specific seed */ u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234 + full_node_min.Y*42123 + full_node_min.X*23; /* Make some 3D noise */ //NoiseBuffer noisebuf1; //NoiseBuffer noisebuf2; NoiseBuffer noisebuf_cave; NoiseBuffer noisebuf_ground; NoiseBuffer noisebuf_ground_crumbleness; NoiseBuffer noisebuf_ground_wetness; { v3f minpos_f(node_min.X, node_min.Y, node_min.Z); v3f maxpos_f(node_max.X, node_max.Y, node_max.Z); //TimeTaker timer("noisebuf.create"); /* Cave noise */ #if 1 noisebuf_cave.create(get_cave_noise1_params(data->seed), minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y, maxpos_f.Z, 2, 2, 2); noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); #endif /* Ground noise */ // Sample length v3f sl = v3f(4.0, 4.0, 4.0); /* Density noise */ if(all_is_ground_except_caves == false) //noisebuf_ground.create(data->seed+983240, 6, 0.60, false, noisebuf_ground.create(get_ground_noise1_params(data->seed), minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y, maxpos_f.Z, sl.X, sl.Y, sl.Z); /* Ground property noise */ sl = v3f(2.5, 2.5, 2.5); noisebuf_ground_crumbleness.create( get_ground_crumbleness_params(data->seed), minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, sl.X, sl.Y, sl.Z); noisebuf_ground_wetness.create( get_ground_wetness_params(data->seed), minpos_f.X, minpos_f.Y, minpos_f.Z, maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, sl.X, sl.Y, sl.Z); } /* Cache some ground type values for speed */ // Creates variables c_name=id and n_name=node #define CONTENT_VARIABLE(ndef, name)\ content_t c_##name = ndef->getId(#name);\ MapNode n_##name(c_##name); CONTENT_VARIABLE(ndef, stone); CONTENT_VARIABLE(ndef, water_source); CONTENT_VARIABLE(ndef, air); CONTENT_VARIABLE(ndef, dirt); CONTENT_VARIABLE(ndef, sand); CONTENT_VARIABLE(ndef, gravel); CONTENT_VARIABLE(ndef, lava_source); CONTENT_VARIABLE(ndef, cobble); CONTENT_VARIABLE(ndef, mossycobble); CONTENT_VARIABLE(ndef, dirt_with_grass); /* Make base ground level */ for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); for(s16 y=node_min.Y; y<=node_max.Y; y++) { // Only modify places that have no content if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) { // First priority: make air and water. // This avoids caves inside water. if(all_is_ground_except_caves == false && val_is_ground(noisebuf_ground.get(x,y,z), v3s16(x,y,z), data->seed) == false) { if(y <= WATER_LEVEL) vmanip.m_data[i] = n_water_source; else vmanip.m_data[i] = n_air; } else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) vmanip.m_data[i] = n_air; else vmanip.m_data[i] = n_stone; } data->vmanip->m_area.add_y(em, i, 1); } } } /* Add minerals */ { PseudoRandom mineralrandom(blockseed); /* Add meseblocks */ for(s16 i=0; i<approx_ground_depth/4; i++) { if(mineralrandom.next()%50 == 0) { s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); for(u16 i=0; i<27; i++) { v3s16 p = v3s16(x,y,z) + g_27dirs[i]; u32 vi = vmanip.m_area.index(p); if(vmanip.m_data[vi].getContent() == c_stone) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_MESE")); } } } /* Add others */ { u16 a = mineralrandom.range(0,15); a = a*a*a; u16 amount = 20 * a/1000; for(s16 i=0; i<amount; i++) { s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); u8 base_content = LEGN(ndef, "CONTENT_STONE"); MapNode new_content(CONTENT_IGNORE); u32 sparseness = 6; if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1) { new_content = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_COAL); } else { if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0) new_content = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_IRON); /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_MUD")); else vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_SAND"));*/ } /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) { }*/ if(new_content.getContent() != CONTENT_IGNORE) { for(u16 i=0; i<27; i++) { v3s16 p = v3s16(x,y,z) + g_27dirs[i]; u32 vi = vmanip.m_area.index(p); if(vmanip.m_data[vi].getContent() == base_content) { if(mineralrandom.next()%sparseness == 0) vmanip.m_data[vi] = new_content; } } } } } /* Add coal */ //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++) //for(s16 i=0; i<50; i++) u16 coal_amount = 30; u16 coal_rareness = 60 / coal_amount; if(coal_rareness == 0) coal_rareness = 1; if(mineralrandom.next()%coal_rareness == 0) { u16 a = mineralrandom.next() % 16; u16 amount = coal_amount * a*a*a / 1000; for(s16 i=0; i<amount; i++) { s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); for(u16 i=0; i<27; i++) { v3s16 p = v3s16(x,y,z) + g_27dirs[i]; u32 vi = vmanip.m_area.index(p); if(vmanip.m_data[vi].getContent() == c_stone) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_COAL); } } } /* Add iron */ u16 iron_amount = 8; u16 iron_rareness = 60 / iron_amount; if(iron_rareness == 0) iron_rareness = 1; if(mineralrandom.next()%iron_rareness == 0) { u16 a = mineralrandom.next() % 16; u16 amount = iron_amount * a*a*a / 1000; for(s16 i=0; i<amount; i++) { s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); for(u16 i=0; i<27; i++) { v3s16 p = v3s16(x,y,z) + g_27dirs[i]; u32 vi = vmanip.m_area.index(p); if(vmanip.m_data[vi].getContent() == c_stone) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_IRON); } } } } /* Add mud and sand and others underground (in place of stone) */ for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); for(s16 y=node_max.Y; y>=node_min.Y; y--) { if(vmanip.m_data[i].getContent() == c_stone) { if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3) { if(noisebuf_ground_wetness.get(x,y,z) > 0.0) vmanip.m_data[i] = n_dirt; else vmanip.m_data[i] = n_sand; } else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7) { if(noisebuf_ground_wetness.get(x,y,z) < -0.6) vmanip.m_data[i] = n_gravel; } else if(noisebuf_ground_crumbleness.get(x,y,z) < -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5)) { vmanip.m_data[i] = n_lava_source; for(s16 x1=-1; x1<=1; x1++) for(s16 y1=-1; y1<=1; y1++) for(s16 z1=-1; z1<=1; z1++) data->transforming_liquid.push_back( v3s16(p2d.X+x1, y+y1, p2d.Y+z1)); } } data->vmanip->m_area.add_y(em, i, -1); } } } /* Add dungeons */ //if(node_min.Y < approx_groundlevel) //if(myrand() % 3 == 0) //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel) //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel) //float dungeon_rarity = g_settings.getFloat("dungeon_rarity"); float dungeon_rarity = 0.02; if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0) < dungeon_rarity && node_min.Y < approx_groundlevel) { // Dungeon generator doesn't modify places which have this set data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); // Set all air and water to be untouchable to make dungeons open // to caves and open air for(s16 x=full_node_min.X; x<=full_node_max.X; x++) for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) { // Node position v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) { if(vmanip.m_data[i].getContent() == CONTENT_AIR) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; else if(vmanip.m_data[i].getContent() == c_water_source) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; data->vmanip->m_area.add_y(em, i, -1); } } } PseudoRandom random(blockseed+2); // Add it make_dungeon1(vmanip, random, ndef); // Convert some cobble to mossy cobble for(s16 x=full_node_min.X; x<=full_node_max.X; x++) for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) { // Node position v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) { // (noisebuf not used because it doesn't contain the // full area) double wetness = noise3d_param( get_ground_wetness_params(data->seed), x,y,z); double d = noise3d_perlin((float)x/2.5, (float)y/2.5,(float)z/2.5, blockseed, 2, 1.4); if(vmanip.m_data[i].getContent() == c_cobble) { if(d < wetness/3.0) { vmanip.m_data[i].setContent(c_mossycobble); } } /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE) { if(wetness > 1.2) vmanip.m_data[i].setContent(LEGN(ndef, "CONTENT_MUD")); }*/ data->vmanip->m_area.add_y(em, i, -1); } } } } /* Add NC */ { PseudoRandom ncrandom(blockseed+9324342); if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3) { make_nc(vmanip, ncrandom, ndef); } } /* Add top and bottom side of water to transforming_liquid queue */ for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d(x,z); { bool water_found = false; // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); for(s16 y=node_max.Y; y>=node_min.Y; y--) { if(water_found == false) { if(vmanip.m_data[i].getContent() == c_water_source) { v3s16 p = v3s16(p2d.X, y, p2d.Y); data->transforming_liquid.push_back(p); water_found = true; } } else { // This can be done because water_found can only // turn to true and end up here after going through // a single block. if(vmanip.m_data[i+1].getContent() != c_water_source) { v3s16 p = v3s16(p2d.X, y+1, p2d.Y); data->transforming_liquid.push_back(p); water_found = false; } } data->vmanip->m_area.add_y(em, i, -1); } } } /* If close to ground level */ //if(abs(approx_ground_depth) < 30) if(minimum_ground_depth < 5 && maximum_ground_depth > -5) { /* Add grass and mud */ for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d(x,z); { bool possibly_have_sand = get_have_sand(data->seed, p2d); bool have_sand = false; u32 current_depth = 0; bool air_detected = false; bool water_detected = false; bool have_clay = false; // Use fast index incrementing s16 start_y = node_max.Y+2; v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y)); for(s16 y=start_y; y>=node_min.Y-3; y--) { if(vmanip.m_data[i].getContent() == c_water_source) water_detected = true; if(vmanip.m_data[i].getContent() == CONTENT_AIR) air_detected = true; if((vmanip.m_data[i].getContent() == c_stone || vmanip.m_data[i].getContent() == c_dirt_with_grass || vmanip.m_data[i].getContent() == c_dirt || vmanip.m_data[i].getContent() == c_sand || vmanip.m_data[i].getContent() == c_gravel ) && (air_detected || water_detected)) { if(current_depth == 0 && y <= WATER_LEVEL+2 && possibly_have_sand) have_sand = true; if(current_depth < 4) { if(have_sand) { // Determine whether to have clay in the sand here double claynoise = noise2d_perlin( 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, data->seed+4321, 6, 0.95) + 0.5; have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && ( ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) || ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1)) ); if (have_clay) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_CLAY")); else vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_SAND")); } #if 1 else if(current_depth==0 && !water_detected && y >= WATER_LEVEL && air_detected) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_GRASS")); #endif else vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_MUD")); } else { if(vmanip.m_data[i].getContent() == LEGN(ndef, "CONTENT_MUD") || vmanip.m_data[i].getContent() == LEGN(ndef, "CONTENT_GRASS")) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_STONE")); } current_depth++; if(current_depth >= 8) break; } else if(current_depth != 0) break; data->vmanip->m_area.add_y(em, i, -1); } } } /* Calculate some stuff */ float surface_humidity = surface_humidity_2d(data->seed, p2d_center); bool is_jungle = surface_humidity > 0.75; // Amount of trees u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center); if(is_jungle) tree_count *= 5; /* Add trees */ PseudoRandom treerandom(blockseed); // Put trees in random places on part of division for(u32 i=0; i<tree_count; i++) { s16 x = treerandom.range(node_min.X, node_max.X); s16 z = treerandom.range(node_min.Z, node_max.Z); //s16 y = find_ground_level(data->vmanip, v2s16(x,z)); s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); // Don't make a tree under water level if(y < WATER_LEVEL) continue; // Make sure tree fits (only trees whose starting point is // at this block are added) if(y < node_min.Y || y > node_max.Y) continue; /* Find exact ground level */ v3s16 p(x,y+6,z); bool found = false; for(; p.Y >= y-6; p.Y--) { u32 i = data->vmanip->m_area.index(p); MapNode *n = &data->vmanip->m_data[i]; if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE) { found = true; break; } } // If not found, handle next one if(found == false) continue; { u32 i = data->vmanip->m_area.index(p); MapNode *n = &data->vmanip->m_data[i]; if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand) continue; // Papyrus grows only on mud and in water if(n->getContent() == c_dirt && y <= WATER_LEVEL) { p.Y++; make_papyrus(vmanip, p, ndef); } // Trees grow only on mud and grass, on land else if((n->getContent() == c_dirt || n->getContent() == LEGN(ndef, "CONTENT_GRASS")) && y > WATER_LEVEL + 2) { p.Y++; //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5) if(is_jungle == false) { bool is_apple_tree; if(myrand_range(0,4) != 0) is_apple_tree = false; else is_apple_tree = noise2d_perlin( 0.5+(float)p.X/100, 0.5+(float)p.Z/100, data->seed+342902, 3, 0.45) > 0.2; make_tree(vmanip, p, is_apple_tree, ndef); } else make_jungletree(vmanip, p, ndef); } // Cactii grow only on sand, on land else if(n->getContent() == c_sand && y > WATER_LEVEL + 2) { p.Y++; make_cactus(vmanip, p, ndef); } } } /* Add jungle grass */ if(is_jungle) { PseudoRandom grassrandom(blockseed); for(u32 i=0; i<surface_humidity*5*tree_count; i++) { s16 x = grassrandom.range(node_min.X, node_max.X); s16 z = grassrandom.range(node_min.Z, node_max.Z); s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); if(y < WATER_LEVEL) continue; if(y < node_min.Y || y > node_max.Y) continue; /* Find exact ground level */ v3s16 p(x,y+6,z); bool found = false; for(; p.Y >= y-6; p.Y--) { u32 i = data->vmanip->m_area.index(p); MapNode *n = &data->vmanip->m_data[i]; if(data->nodedef->get(*n).is_ground_content) { found = true; break; } } // If not found, handle next one if(found == false) continue; p.Y++; if(vmanip.m_area.contains(p) == false) continue; if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR) continue; /*p.Y--; if(vmanip.m_area.contains(p)) vmanip.m_data[vmanip.m_area.index(p)] = LEGN(ndef, "CONTENT_MUD"); p.Y++;*/ if(vmanip.m_area.contains(p)) vmanip.m_data[vmanip.m_area.index(p)] = LEGN(ndef, "CONTENT_JUNGLEGRASS"); } } #if 0 /* Add some kind of random stones */ u32 random_stone_count = block_area_nodes * randomstone_amount_2d(data->seed, p2d_center); // Put in random places on part of division for(u32 i=0; i<random_stone_count; i++) { s16 x = myrand_range(node_min.X, node_max.X); s16 z = myrand_range(node_min.Z, node_max.Z); s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1); // Don't add under water level /*if(y < WATER_LEVEL) continue;*/ // Don't add if doesn't belong to this block if(y < node_min.Y || y > node_max.Y) continue; v3s16 p(x,y,z); // Filter placement /*{ u32 i = data->vmanip->m_area.index(v3s16(p)); MapNode *n = &data->vmanip->m_data[i]; if(n->getContent() != LEGN(ndef, "CONTENT_MUD") && n->getContent() != LEGN(ndef, "CONTENT_GRASS")) continue; }*/ // Will be placed one higher p.Y++; // Add it make_randomstone(data->vmanip, p); } #endif #if 0 /* Add larger stones */ u32 large_stone_count = block_area_nodes * largestone_amount_2d(data->seed, p2d_center); //u32 large_stone_count = 1; // Put in random places on part of division for(u32 i=0; i<large_stone_count; i++) { s16 x = myrand_range(node_min.X, node_max.X); s16 z = myrand_range(node_min.Z, node_max.Z); s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1); // Don't add under water level /*if(y < WATER_LEVEL) continue;*/ // Don't add if doesn't belong to this block if(y < node_min.Y || y > node_max.Y) continue; v3s16 p(x,y,z); // Filter placement /*{ u32 i = data->vmanip->m_area.index(v3s16(p)); MapNode *n = &data->vmanip->m_data[i]; if(n->getContent() != LEGN(ndef, "CONTENT_MUD") && n->getContent() != LEGN(ndef, "CONTENT_GRASS")) continue; }*/ // Will be placed one lower p.Y--; // Add it make_largestone(data->vmanip, p); } #endif } } BlockMakeData::BlockMakeData(): no_op(false), vmanip(NULL), seed(0), nodedef(NULL) {} BlockMakeData::~BlockMakeData() { delete vmanip; } }; // namespace mapgen