aboutsummaryrefslogtreecommitdiff
path: root/src/mapgen/mapgen_fractal.cpp
blob: 8dcff726f4e626197684607f10ee1ede6dcffef3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
/*
Minetest
Copyright (C) 2015-2018 paramat
Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/


#include "mapgen.h"
#include <cmath>
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_fractal.h"


FlagDesc flagdesc_mapgen_fractal[] = {
	{NULL,    0}
};

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


MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
	: MapgenBasic(MAPGEN_FRACTAL, params, emerge)
{
	spflags          = params->spflags;
	cave_width       = params->cave_width;
	large_cave_depth = params->large_cave_depth;
	lava_depth       = params->lava_depth;
	dungeon_ymin     = params->dungeon_ymin;
	dungeon_ymax     = params->dungeon_ymax;
	fractal          = params->fractal;
	iterations       = params->iterations;
	scale            = params->scale;
	offset           = params->offset;
	slice_w          = params->slice_w;
	julia_x          = params->julia_x;
	julia_y          = params->julia_y;
	julia_z          = params->julia_z;
	julia_w          = params->julia_w;

	//// 2D terrain noise
	noise_seabed       = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
	noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);

	MapgenBasic::np_cave1    = params->np_cave1;
	MapgenBasic::np_cave2    = params->np_cave2;
	MapgenBasic::np_dungeons = params->np_dungeons;

	formula = fractal / 2 + fractal % 2;
	julia   = fractal % 2 == 0;
}


MapgenFractal::~MapgenFractal()
{
	delete noise_seabed;
	delete noise_filler_depth;
}


MapgenFractalParams::MapgenFractalParams():
	np_seabed       (-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0),
	np_filler_depth (0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0),
	np_cave1        (0,   12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0),
	np_cave2        (0,   12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0),
	np_dungeons     (0.9, 0.5, v3f(500, 500, 500), 0,     2, 0.8, 2.0)
{
}


void MapgenFractalParams::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgfractal_spflags",      spflags, flagdesc_mapgen_fractal);
	settings->getFloatNoEx("mgfractal_cave_width",     cave_width);
	settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth);
	settings->getS16NoEx("mgfractal_lava_depth",       lava_depth);
	settings->getS16NoEx("mgfractal_dungeon_ymin",     dungeon_ymin);
	settings->getS16NoEx("mgfractal_dungeon_ymax",     dungeon_ymax);
	settings->getU16NoEx("mgfractal_fractal",          fractal);
	settings->getU16NoEx("mgfractal_iterations",       iterations);
	settings->getV3FNoEx("mgfractal_scale",            scale);
	settings->getV3FNoEx("mgfractal_offset",           offset);
	settings->getFloatNoEx("mgfractal_slice_w",        slice_w);
	settings->getFloatNoEx("mgfractal_julia_x",        julia_x);
	settings->getFloatNoEx("mgfractal_julia_y",        julia_y);
	settings->getFloatNoEx("mgfractal_julia_z",        julia_z);
	settings->getFloatNoEx("mgfractal_julia_w",        julia_w);

	settings->getNoiseParams("mgfractal_np_seabed",       np_seabed);
	settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
	settings->getNoiseParams("mgfractal_np_cave1",        np_cave1);
	settings->getNoiseParams("mgfractal_np_cave2",        np_cave2);
	settings->getNoiseParams("mgfractal_np_dungeons",     np_dungeons);
}


void MapgenFractalParams::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgfractal_spflags",      spflags, flagdesc_mapgen_fractal, U32_MAX);
	settings->setFloat("mgfractal_cave_width",     cave_width);
	settings->setS16("mgfractal_large_cave_depth", large_cave_depth);
	settings->setS16("mgfractal_lava_depth",       lava_depth);
	settings->setS16("mgfractal_dungeon_ymin",     dungeon_ymin);
	settings->setS16("mgfractal_dungeon_ymax",     dungeon_ymax);
	settings->setU16("mgfractal_fractal",          fractal);
	settings->setU16("mgfractal_iterations",       iterations);
	settings->setV3F("mgfractal_scale",            scale);
	settings->setV3F("mgfractal_offset",           offset);
	settings->setFloat("mgfractal_slice_w",        slice_w);
	settings->setFloat("mgfractal_julia_x",        julia_x);
	settings->setFloat("mgfractal_julia_y",        julia_y);
	settings->setFloat("mgfractal_julia_z",        julia_z);
	settings->setFloat("mgfractal_julia_w",        julia_w);

	settings->setNoiseParams("mgfractal_np_seabed",       np_seabed);
	settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
	settings->setNoiseParams("mgfractal_np_cave1",        np_cave1);
	settings->setNoiseParams("mgfractal_np_cave2",        np_cave2);
	settings->setNoiseParams("mgfractal_np_dungeons",     np_dungeons);
}


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


int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
{
	bool solid_below = false;  // Dry solid node is present below to spawn on
	u8 air_count = 0;  // Consecutive air nodes above the dry solid node
	s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
	// Seabed can rise above water_level or might be raised to create dry land
	s16 search_start = MYMAX(seabed_level, water_level + 1);
	if (seabed_level > water_level)
		solid_below = true;

	for (s16 y = search_start; y <= search_start + 128; y++) {
		if (getFractalAtPoint(p.X, y, p.Y)) {  // Fractal node
			solid_below = true;
			air_count = 0;
		} else if (solid_below) {  // Air above solid node
			air_count++;
			// 3 to account for snowblock dust
			if (air_count == 3)
				return y - 2;
		}
	}

	return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
}


void MapgenFractal::makeChunk(BlockMakeData *data)
{
	// Pre-conditions
	assert(data->vmanip);
	assert(data->nodedef);
	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
		data->blockpos_requested.Y >= data->blockpos_min.Y &&
		data->blockpos_requested.Z >= data->blockpos_min.Z);
	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
		data->blockpos_requested.Y <= data->blockpos_max.Y &&
		data->blockpos_requested.Z <= data->blockpos_max.Z);

	this->generating = true;
	this->vm   = data->vmanip;
	this->ndef = data->nodedef;
	//TimeTaker t("makeChunk");

	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;
	node_min = blockpos_min * MAP_BLOCKSIZE;
	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	blockseed = getBlockSeed2(full_node_min, seed);

	// Generate base terrain, mountains, and ridges with initial heightmaps
	s16 stone_surface_max_y = generateTerrain();

	// Create heightmap
	updateHeightmap(node_min, node_max);

	// Init biome generator, place biome-specific nodes, and build biomemap
	if (flags & MG_BIOMES) {
		biomegen->calcBiomeNoise(node_min);
		generateBiomes();
	}

	if (flags & MG_CAVES) {
		// Generate tunnels
		generateCavesNoiseIntersection(stone_surface_max_y);
		// Generate large randomwalk caves
		generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
	}

	// Generate the registered ores
	m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);

	if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
			full_node_max.Y <= dungeon_ymax)
		generateDungeons(stone_surface_max_y);

	// Generate the registered decorations
	if (flags & MG_DECORATIONS)
		m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);

	// Sprinkle some dust on top after everything else was generated
	if (flags & MG_BIOMES)
		dustTopNodes();

	//printf("makeChunk: %dms\n", t.stop());

	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

	if (flags & MG_LIGHT)
		calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
			full_node_min, full_node_max);

	//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
	//			node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);

	this->generating = false;
}


bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
{
	float cx, cy, cz, cw, ox, oy, oz, ow;

	if (julia) {  // Julia set
		cx = julia_x;
		cy = julia_y;
		cz = julia_z;
		cw = julia_w;
		ox = (float)x / scale.X - offset.X;
		oy = (float)y / scale.Y - offset.Y;
		oz = (float)z / scale.Z - offset.Z;
		ow = slice_w;
	} else {  // Mandelbrot set
		cx = (float)x / scale.X - offset.X;
		cy = (float)y / scale.Y - offset.Y;
		cz = (float)z / scale.Z - offset.Z;
		cw = slice_w;
		ox = 0.0f;
		oy = 0.0f;
		oz = 0.0f;
		ow = 0.0f;
	}

	float nx = 0.0f;
	float ny = 0.0f;
	float nz = 0.0f;
	float nw = 0.0f;

	for (u16 iter = 0; iter < iterations; iter++) {
		switch (formula) {
		default:
		case 1: // 4D "Roundy"
			nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
			ny = 2.0f * (ox * oy + oz * ow) + cy;
			nz = 2.0f * (ox * oz + oy * ow) + cz;
			nw = 2.0f * (ox * ow + oy * oz) + cw;
			break;
		case 2: // 4D "Squarry"
			nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
			ny = 2.0f * (ox * oy + oz * ow) + cy;
			nz = 2.0f * (ox * oz + oy * ow) + cz;
			nw = 2.0f * (ox * ow - oy * oz) + cw;
			break;
		case 3: // 4D "Mandy Cousin"
			nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
			ny = 2.0f * (ox * oy + oz * ow) + cy;
			nz = 2.0f * (ox * oz + oy * ow) + cz;
			nw = 2.0f * (ox * ow + oy * oz) + cw;
			break;
		case 4: // 4D "Variation"
			nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
			ny = 2.0f * (ox * oy + oz * ow) + cy;
			nz = 2.0f * (ox * oz - oy * ow) + cz;
			nw = 2.0f * (ox * ow + oy * oz) + cw;
			break;
		case 5: // 3D "Mandelbrot/Mandelbar"
			nx = ox * ox - oy * oy - oz * oz + cx;
			ny = 2.0f * ox * oy + cy;
			nz = -2.0f * ox * oz + cz;
			break;
		case 6: // 3D "Christmas Tree"
			// Altering the formula here is necessary to avoid division by zero
			if (std::fabs(oz) < 0.000000001f) {
				nx = ox * ox - oy * oy - oz * oz + cx;
				ny = 2.0f * oy * ox + cy;
				nz = 4.0f * oz * ox + cz;
			} else {
				float a = (2.0f * ox) / (std::sqrt(oy * oy + oz * oz));
				nx = ox * ox - oy * oy - oz * oz + cx;
				ny = a * (oy * oy - oz * oz) + cy;
				nz = a * 2.0f * oy * oz + cz;
			}
			break;
		case 7: // 3D "Mandelbulb"
			if (std::fabs(oy) < 0.000000001f) {
				nx = ox * ox - oz * oz + cx;
				ny = cy;
				nz = -2.0f * oz * std::sqrt(ox * ox) + cz;
			} else {
				float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
				nx = (ox * ox - oy * oy) * a + cx;
				ny = 2.0f * ox * oy * a + cy;
				nz = -2.0f * oz * std::sqrt(ox * ox + oy * oy) + cz;
			}
			break;
		case 8: // 3D "Cosine Mandelbulb"
			if (std::fabs(oy) < 0.000000001f) {
				nx = 2.0f * ox * oz + cx;
				ny = 4.0f * oy * oz + cy;
				nz = oz * oz - ox * ox - oy * oy + cz;
			} else {
				float a = (2.0f * oz) / std::sqrt(ox * ox + oy * oy);
				nx = (ox * ox - oy * oy) * a + cx;
				ny = 2.0f * ox * oy * a + cy;
				nz = oz * oz - ox * ox - oy * oy + cz;
			}
			break;
		case 9: // 4D "Mandelbulb"
			float rxy = std::sqrt(ox * ox + oy * oy);
			float rxyz = std::sqrt(ox * ox + oy * oy + oz * oz);
			if (std::fabs(ow) < 0.000000001f && std::fabs(oz) < 0.000000001f) {
				nx = (ox * ox - oy * oy) + cx;
				ny = 2.0f * ox * oy + cy;
				nz = -2.0f * rxy * oz + cz;
				nw = 2.0f * rxyz * ow + cw;
			} else {
				float a = 1.0f - (ow * ow) / (rxyz * rxyz);
				float b = a * (1.0f - (oz * oz) / (rxy * rxy));
				nx = (ox * ox - oy * oy) * b + cx;
				ny = 2.0f * ox * oy * b + cy;
				nz = -2.0f * rxy * oz * a + cz;
				nw = 2.0f * rxyz * ow + cw;
			}
			break;
		}

		if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
			return false;

		ox = nx;
		oy = ny;
		oz = nz;
		ow = nw;
	}

	return true;
}


s16 MapgenFractal::generateTerrain()
{
	MapNode n_air(CONTENT_AIR);
	MapNode n_stone(c_stone);
	MapNode n_water(c_water_source);

	s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
	u32 index2d = 0;

	noise_seabed->perlinMap2D(node_min.X, node_min.Z);

	for (s16 z = node_min.Z; z <= node_max.Z; z++) {
		for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
			u32 vi = vm->m_area.index(node_min.X, y, z);
			for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
				if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
					s16 seabed_height = noise_seabed->result[index2d];

					if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
						vm->m_data[vi] = n_stone;
						if (y > stone_surface_max_y)
							stone_surface_max_y = y;
					} else if (y <= water_level) {
						vm->m_data[vi] = n_water;
					} else {
						vm->m_data[vi] = n_air;
					}
				}
			}
			index2d -= ystride;
		}
		index2d += ystride;
	}

	return stone_surface_max_y;
}