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/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

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

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

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

#ifndef MAPGEN_V7_HEADER
#define MAPGEN_V7_HEADER

#include "mapgen.h"

extern NoiseParams nparams_v7_def_terrain_base;
extern NoiseParams nparams_v7_def_terrain_alt;
extern NoiseParams nparams_v7_def_terrain_persist;
extern NoiseParams nparams_v7_def_height_select;
extern NoiseParams nparams_v7_def_filler_depth;
extern NoiseParams nparams_v7_def_mount_height;
extern NoiseParams nparams_v7_def_ridge_uwater;
extern NoiseParams nparams_v7_def_mountain;
extern NoiseParams nparams_v7_def_ridge;

struct MapgenV7Params : public MapgenParams {
	NoiseParams np_terrain_base;
	NoiseParams np_terrain_alt;
	NoiseParams np_terrain_persist;
	NoiseParams np_height_select;
	NoiseParams np_filler_depth;
	NoiseParams np_mount_height;
	NoiseParams np_ridge_uwater;
	NoiseParams np_mountain;
	NoiseParams np_ridge;
	
	MapgenV7Params() {
		np_terrain_base    = nparams_v7_def_terrain_base;
		np_terrain_alt     = nparams_v7_def_terrain_alt;
		np_terrain_persist = nparams_v7_def_terrain_persist;
		np_height_select   = nparams_v7_def_height_select;
		np_filler_depth    = nparams_v7_def_filler_depth;
		np_mount_height    = nparams_v7_def_mount_height;
		np_ridge_uwater    = nparams_v7_def_ridge_uwater;
		np_mountain        = nparams_v7_def_mountain;
		np_ridge           = nparams_v7_def_ridge;
	}
	
	~MapgenV7Params() {}
	
	bool readParams(Settings *settings);
	void writeParams(Settings *settings);
};

class MapgenV7 : public Mapgen {
public:
	EmergeManager *emerge;
	BiomeDefManager *bmgr;

	int ystride;
	int zstride;
	u32 flags;

	u32 blockseed;
	v3s16 node_min;
	v3s16 node_max;
	v3s16 full_node_min;
	v3s16 full_node_max;
	
	s16 *ridge_heightmap;
	
	Noise *noise_terrain_base;
	Noise *noise_terrain_alt;
	Noise *noise_terrain_persist;
	Noise *noise_height_select;
	Noise *noise_filler_depth;
	Noise *noise_mount_height;
	Noise *noise_ridge_uwater;
	Noise *noise_mountain;
	Noise *noise_ridge;
	
	Noise *noise_heat;
	Noise *noise_humidity;
	
	content_t c_stone;
	content_t c_dirt;
	content_t c_dirt_with_grass;
	content_t c_sand;
	content_t c_water_source;
	content_t c_lava_source;
	content_t c_ice;
	content_t c_gravel;
	content_t c_cobble;
	content_t c_desert_sand;
	content_t c_desert_stone;

	MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge);
	~MapgenV7();
	
	virtual void makeChunk(BlockMakeData *data);
	int getGroundLevelAtPoint(v2s16 p);
	Biome *getBiomeAtPoint(v3s16 p);

	float baseTerrainLevelAtPoint(int x, int z);
	float baseTerrainLevelFromMap(int index);
	bool getMountainTerrainAtPoint(int x, int y, int z);
	bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y);
	
	void calculateNoise();
	
	virtual int generateTerrain();
	int generateBaseTerrain();
	void generateMountainTerrain();
	void generateRidgeTerrain();
	
	void generateBiomes();
	void dustTopNodes();
	
	//void addTopNodes();
	
	void generateCaves(int max_stone_y);
};

struct MapgenFactoryV7 : public MapgenFactory {
	Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge) {
		return new MapgenV7(mgid, (MapgenV7Params *)params, emerge);
	};
	
	MapgenParams *createMapgenParams() {
		return new MapgenV7Params();
	};
};

#endif
eateCubeMesh(v3f scale) { video::SColor c(255,255,255,255); video::S3DVertex vertices[24] = { // Up video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1), video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0), video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0), video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1), // Down video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0), video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0), video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1), video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1), // Right video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1), video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0), video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0), video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1), // Left video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1), video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1), video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0), video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0), // Back video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1), video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1), video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0), video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0), // Front video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1), video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0), video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0), video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1), }; u16 indices[6] = {0,1,2,2,3,0}; scene::SMesh *mesh = new scene::SMesh(); for (u32 i=0; i<6; ++i) { scene::IMeshBuffer *buf = new scene::SMeshBuffer(); buf->append(vertices + 4 * i, 4, indices, 6); // Set default material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // Add mesh buffer to mesh mesh->addMeshBuffer(buf); buf->drop(); } scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh); mesh->drop(); scaleMesh(anim_mesh, scale); // also recalculates bounding box return anim_mesh; } static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data) { const s32 argb_wstep = 4 * twidth; const s32 alpha_threshold = 1; scene::IMeshBuffer *buf = new scene::SMeshBuffer(); video::SColor c(255,255,255,255); // Front and back { video::S3DVertex vertices[8] = { video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1), video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0), video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0), video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1), video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1), video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0), video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0), video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1), }; u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4}; buf->append(vertices, 8, indices, 12); } // "Interior" // (add faces where a solid pixel is next to a transparent one) u8 *solidity = new u8[(twidth+2) * (theight+2)]; u32 wstep = twidth + 2; for (u32 y = 0; y < theight + 2; ++y) { u8 *scanline = solidity + y * wstep; if (y == 0 || y == theight + 1) { for (u32 x = 0; x < twidth + 2; ++x) scanline[x] = 0; } else { scanline[0] = 0; u8 *argb_scanline = data + (y - 1) * argb_wstep; for (u32 x = 0; x < twidth; ++x) scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold); scanline[twidth + 1] = 0; } } // without this, there would be occasional "holes" in the mesh f32 eps = 0.01; for (u32 y = 0; y <= theight; ++y) { u8 *scanline = solidity + y * wstep + 1; for (u32 x = 0; x <= twidth; ++x) { if (scanline[x] && !scanline[x + wstep]) { u32 xx = x + 1; while (scanline[xx] && !scanline[xx + wstep]) ++xx; f32 vx1 = (x - eps) / (f32) twidth - 0.5; f32 vx2 = (xx + eps) / (f32) twidth - 0.5; f32 vy = 0.5 - (y - eps) / (f32) theight; f32 tx1 = x / (f32) twidth; f32 tx2 = xx / (f32) twidth; f32 ty = (y - 0.5) / (f32) theight; video::S3DVertex vertices[8] = { video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty), video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty), video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty), video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty), }; u16 indices[6] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); x = xx - 1; } if (!scanline[x] && scanline[x + wstep]) { u32 xx = x + 1; while (!scanline[xx] && scanline[xx + wstep]) ++xx; f32 vx1 = (x - eps) / (f32) twidth - 0.5; f32 vx2 = (xx + eps) / (f32) twidth - 0.5; f32 vy = 0.5 - (y + eps) / (f32) theight; f32 tx1 = x / (f32) twidth; f32 tx2 = xx / (f32) twidth; f32 ty = (y + 0.5) / (f32) theight; video::S3DVertex vertices[8] = { video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty), video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty), video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty), video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty), }; u16 indices[6] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); x = xx - 1; } } } for (u32 x = 0; x <= twidth; ++x) { u8 *scancol = solidity + x + wstep; for (u32 y = 0; y <= theight; ++y) { if (scancol[y * wstep] && !scancol[y * wstep + 1]) { u32 yy = y + 1; while (scancol[yy * wstep] && !scancol[yy * wstep + 1]) ++yy; f32 vx = (x - eps) / (f32) twidth - 0.5; f32 vy1 = 0.5 - (y - eps) / (f32) theight; f32 vy2 = 0.5 - (yy + eps) / (f32) theight; f32 tx = (x - 0.5) / (f32) twidth; f32 ty1 = y / (f32) theight; f32 ty2 = yy / (f32) theight; video::S3DVertex vertices[8] = { video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1), video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1), video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2), video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2), }; u16 indices[6] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); y = yy - 1; } if (!scancol[y * wstep] && scancol[y * wstep + 1]) { u32 yy = y + 1; while (!scancol[yy * wstep] && scancol[yy * wstep + 1]) ++yy; f32 vx = (x + eps) / (f32) twidth - 0.5; f32 vy1 = 0.5 - (y - eps) / (f32) theight; f32 vy2 = 0.5 - (yy + eps) / (f32) theight; f32 tx = (x + 0.5) / (f32) twidth; f32 ty1 = y / (f32) theight; f32 ty2 = yy / (f32) theight; video::S3DVertex vertices[8] = { video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1), video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2), video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2), video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1), }; u16 indices[6] = {0,1,2,2,3,0}; buf->append(vertices, 4, indices, 6); y = yy - 1; } } } delete[] solidity; // Add to mesh scene::SMesh *mesh = new scene::SMesh(); mesh->addMeshBuffer(buf); buf->drop(); scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh); mesh->drop(); return anim_mesh; } scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture, video::IVideoDriver *driver, v3f scale) { scene::IAnimatedMesh *mesh = NULL; core::dimension2d<u32> size = texture->getOriginalSize(); video::ECOLOR_FORMAT format = texture->getColorFormat(); if (format == video::ECF_A8R8G8B8) { // Texture is in the correct color format, we can pass it // to extrudeARGB right away. void *data = texture->lock(MY_ETLM_READ_ONLY); if (data == NULL) return NULL; mesh = extrudeARGB(size.Width, size.Height, (u8*) data); texture->unlock(); } else { video::IImage *img1 = driver->createImageFromData(format, size, texture->lock(MY_ETLM_READ_ONLY)); if (img1 == NULL) return NULL; // img1 is in the texture's color format, convert to 8-bit ARGB video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, size); if (img2 == NULL) { img1->drop(); return NULL; } img1->copyTo(img2); img1->drop(); mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock()); img2->unlock(); img2->drop(); } // Set default material mesh->getMeshBuffer(0)->getMaterial().setTexture(0, texture); mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_LIGHTING, false); mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); mesh->getMeshBuffer(0)->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; scaleMesh(mesh, scale); // also recalculates bounding box return mesh; } void scaleMesh(scene::IMesh *mesh, v3f scale) { if(mesh == NULL) return; core::aabbox3d<f32> bbox; bbox.reset(0,0,0); u16 mc = mesh->getMeshBufferCount(); for(u16 j=0; j<mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 vc = buf->getVertexCount(); for(u16 i=0; i<vc; i++) { vertices[i].Pos *= scale; } buf->recalculateBoundingBox(); // calculate total bounding box if(j == 0) bbox = buf->getBoundingBox(); else bbox.addInternalBox(buf->getBoundingBox()); } mesh->setBoundingBox(bbox); } void translateMesh(scene::IMesh *mesh, v3f vec) { if(mesh == NULL) return; core::aabbox3d<f32> bbox; bbox.reset(0,0,0); u16 mc = mesh->getMeshBufferCount();