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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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 <ISceneNode.h>
#include "camera.h"
#include "irrlichttypes_extrabloated.h"

#pragma once

#define SKY_MATERIAL_COUNT 5
#define SKY_STAR_COUNT 200

class ITextureSource;

// Skybox, rendered with zbuffer turned off, before all other nodes.
class Sky : public scene::ISceneNode
{
public:
	//! constructor
	Sky(s32 id, ITextureSource *tsrc);

	virtual void OnRegisterSceneNode();

	//! renders the node.
	virtual void render();

	virtual const aabb3f &getBoundingBox() const { return m_box; }

	// Used by Irrlicht for optimizing rendering
	virtual video::SMaterial &getMaterial(u32 i) { return m_materials[i]; }

	// Used by Irrlicht for optimizing rendering
	virtual u32 getMaterialCount() const { return SKY_MATERIAL_COUNT; }

	void update(float m_time_of_day, float time_brightness, float direct_brightness,
			bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch);

	float getBrightness() { return m_brightness; }

	const video::SColor &getBgColor() const
	{
		return m_visible ? m_bgcolor : m_fallback_bg_color;
	}

	const video::SColor &getSkyColor() const
	{
		return m_visible ? m_skycolor : m_fallback_bg_color;
	}

	bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
	const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }

	void setVisible(bool visible) { m_visible = visible; }
	// Set only from set_sky API
	void setCloudsEnabled(bool clouds_enabled) { m_clouds_enabled = clouds_enabled; }
	void setFallbackBgColor(const video::SColor &fallback_bg_color)
	{
		m_fallback_bg_color = fallback_bg_color;
	}
	void overrideColors(const video::SColor &bgcolor, const video::SColor &skycolor)
	{
		m_bgcolor = bgcolor;
		m_skycolor = skycolor;
	}
	void setBodiesVisible(bool visible) { m_bodies_visible = visible; }

private:
	aabb3f m_box;
	video::SMaterial m_materials[SKY_MATERIAL_COUNT];

	// How much sun & moon transition should affect horizon color
	float m_horizon_blend()
	{
		if (!m_sunlight_seen)
			return 0;
		float x = m_time_of_day >= 0.5 ? (1 - m_time_of_day) * 2
					       : m_time_of_day * 2;

		if (x <= 0.3)
			return 0;
		if (x <= 0.4) // when the sun and moon are aligned
			return (x - 0.3) * 10;
		if (x <= 0.5)
			return (0.5 - x) * 10;
		return 0;
	}

	// Mix two colors by a given amount
	video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
	{
		video::SColor result = video::SColor(
				col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
				col1.getRed() * (1 - factor) + col2.getRed() * factor,
				col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
				col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
		return result;
	}
	video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
	{
		video::SColorf result =
				video::SColorf(col1.r * (1 - factor) + col2.r * factor,
						col1.g * (1 - factor) + col2.g * factor,
						col1.b * (1 - factor) + col2.b * factor,
						col1.a * (1 - factor) + col2.a * factor);
		return result;
	}

	bool m_visible = true;
	// Used when m_visible=false
	video::SColor m_fallback_bg_color = video::SColor(255, 255, 255, 255);
	bool m_first_update = true;
	float m_time_of_day;
	float m_time_brightness;
	bool m_sunlight_seen;
	float m_brightness = 0.5f;
	float m_cloud_brightness = 0.5f;
	bool m_clouds_visible; // Whether clouds are disabled due to player underground
	bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
	bool m_directional_colored_fog;
	bool m_bodies_visible = true; // sun, moon, stars
	video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
	video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
	video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
	video::SColor m_bgcolor;
	video::SColor m_skycolor;
	video::SColorf m_cloudcolor_f;
	v3f m_stars[SKY_STAR_COUNT];
	video::ITexture *m_sun_texture;
	video::ITexture *m_moon_texture;
	video::ITexture *m_sun_tonemap;
	video::ITexture *m_moon_tonemap;
};
n720'>720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054
/*
Minetest
Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>

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

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

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

#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
//#include "serverobject.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 "treegen.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v6.h"

FlagDesc flagdesc_mapgen_v6[] = {
	{"jungles",    MGV6_JUNGLES},
	{"biomeblend", MGV6_BIOMEBLEND},
	{"mudflow",    MGV6_MUDFLOW},
	{"snowbiomes", MGV6_SNOWBIOMES},
	{NULL,         0}
};

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


MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
	: Mapgen(mapgenid, params, emerge)
{
	this->m_emerge = emerge;
	this->ystride = csize.X; //////fix this

	this->heightmap = new s16[csize.X * csize.Z];

	MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
	this->spflags     = sp->spflags;
	this->freq_desert = sp->freq_desert;
	this->freq_beach  = sp->freq_beach;

	np_cave        = &sp->np_cave;
	np_humidity    = &sp->np_humidity;
	np_trees       = &sp->np_trees;
	np_apple_trees = &sp->np_apple_trees;

	//// Create noise objects
	noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
	noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
	noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
	noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
	noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
	noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
	noise_biome          = new Noise(&sp->np_biome,          seed,
			csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
	noise_humidity       = new Noise(&sp->np_humidity,       seed,
			csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);

	//// Resolve nodes to be used
	INodeDefManager *ndef = emerge->ndef;

	c_stone           = ndef->getId("mapgen_stone");
	c_dirt            = ndef->getId("mapgen_dirt");
	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
	c_sand            = ndef->getId("mapgen_sand");
	c_water_source    = ndef->getId("mapgen_water_source");
	c_lava_source     = ndef->getId("mapgen_lava_source");
	c_gravel          = ndef->getId("mapgen_gravel");
	c_desert_stone    = ndef->getId("mapgen_desert_stone");
	c_desert_sand     = ndef->getId("mapgen_desert_sand");
	c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
	c_snow            = ndef->getId("mapgen_snow");
	c_snowblock       = ndef->getId("mapgen_snowblock");
	c_ice             = ndef->getId("mapgen_ice");

	c_cobble          = ndef->getId("mapgen_cobble");
	c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
	c_mossycobble     = ndef->getId("mapgen_mossycobble");

	if (c_desert_sand == CONTENT_IGNORE)
		c_desert_sand = c_sand;
	if (c_desert_stone == CONTENT_IGNORE)
		c_desert_stone = c_stone;
	if (c_mossycobble == CONTENT_IGNORE)
		c_mossycobble = c_cobble;
	if (c_stair_cobble == CONTENT_IGNORE)
		c_stair_cobble = c_cobble;
	if (c_dirt_with_snow == CONTENT_IGNORE)
		c_dirt_with_snow = c_dirt_with_grass;
	if (c_snow == CONTENT_IGNORE)
		c_snow = CONTENT_AIR;
	if (c_snowblock == CONTENT_IGNORE)
		c_snowblock = c_dirt_with_grass;
	if (c_ice == CONTENT_IGNORE)
		c_ice = c_water_source;
}


MapgenV6::~MapgenV6()
{
	delete noise_terrain_base;
	delete noise_terrain_higher;
	delete noise_steepness;
	delete noise_height_select;
	delete noise_mud;
	delete noise_beach;
	delete noise_biome;
	delete noise_humidity;

	delete[] heightmap;
}


MapgenV6Params::MapgenV6Params()
{
	spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
	freq_desert = 0.45;
	freq_beach  = 0.15;

	np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
	np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
	np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
	np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
	np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
	np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
	np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
	np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
	np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
	np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
	np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
}


void MapgenV6Params::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
	settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
	settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);

	settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
	settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
	settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
	settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
	settings->getNoiseParams("mgv6_np_mud",            np_mud);
	settings->getNoiseParams("mgv6_np_beach",          np_beach);
	settings->getNoiseParams("mgv6_np_biome",          np_biome);
	settings->getNoiseParams("mgv6_np_cave",           np_cave);
	settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
	settings->getNoiseParams("mgv6_np_trees",          np_trees);
	settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
}


void MapgenV6Params::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
	settings->setFloat("mgv6_freq_desert", freq_desert);
	settings->setFloat("mgv6_freq_beach",  freq_beach);

	settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
	settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
	settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
	settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
	settings->setNoiseParams("mgv6_np_mud",            np_mud);
	settings->setNoiseParams("mgv6_np_beach",          np_beach);
	settings->setNoiseParams("mgv6_np_biome",          np_biome);
	settings->setNoiseParams("mgv6_np_cave",           np_cave);
	settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
	settings->setNoiseParams("mgv6_np_trees",          np_trees);
	settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
}


//////////////////////// Some helper functions for the map generator


// Returns Y one under area minimum if not found
s16 MapgenV6::find_stone_level(v2s16 p2d)
{
	v3s16 em = vm->m_area.getExtent();
	s16 y_nodes_max = vm->m_area.MaxEdge.Y;
	s16 y_nodes_min = vm->m_area.MinEdge.Y;
	u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
	s16 y;

	for (y = y_nodes_max; y >= y_nodes_min; y--) {
		content_t c = vm->m_data[i].getContent();
		if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
			break;

		vm->m_area.add_y(em, i, -1);
	}
	return (y >= y_nodes_min) ? y : y_nodes_min - 1;
}


// Required by mapgen.h
bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
{
	/*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
			seed, v2s16(blockpos.X, blockpos.Z));*/
	// Nah, this is just a heuristic, just return something
	s16 minimum_groundlevel = water_level;

	if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
		return true;
	else
		return false;
}


//////////////////////// Base terrain height functions

float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
	float steepness, float height_select)
{
	float base   = 1 + terrain_base;
	float higher = 1 + terrain_higher;

	// Limit higher ground level to at least base
	if(higher < base)
		higher = base;

	// Steepness factor of cliffs
	float b = steepness;
	b = rangelim(b, 0.0, 1000.0);
	b = 5 * b * b * b * b * b * b * b;
	b = rangelim(b, 0.5, 1000.0);

	// Values 1.5...100 give quite horrible looking slopes
	if (b > 1.5 && b < 100.0)
		b = (b < 10.0) ? 1.5 : 100.0;

	float a_off = -0.20; // Offset to more low
	float a = 0.5 + b * (a_off + height_select);
	a = rangelim(a, 0.0, 1.0); // Limit

	return base * (1.0 - a) + higher * a;
}


float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
{
	if (flags & MG_FLAT)
		return water_level;

	float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
							p.X, 0.5, p.Y, 0.5, seed);
	float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
							p.X, 0.5, p.Y, 0.5, seed);
	float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
							p.X, 0.5, p.Y, 0.5, seed);
	float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
							p.X, 0.5, p.Y, 0.5, seed);

	return baseTerrainLevel(terrain_base, terrain_higher,
							steepness, height_select);
}


float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
{
	int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
	return baseTerrainLevelFromMap(index);
}


float MapgenV6::baseTerrainLevelFromMap(int index)
{
	if (flags & MG_FLAT)
		return water_level;

	float terrain_base   = noise_terrain_base->result[index];
	float terrain_higher = noise_terrain_higher->result[index];
	float steepness      = noise_steepness->result[index];
	float height_select  = noise_height_select->result[index];

	return baseTerrainLevel(terrain_base, terrain_higher,
							steepness, height_select);
}


s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
	return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
}


int MapgenV6::getGroundLevelAtPoint(v2s16 p)
{
	return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
}


//////////////////////// Noise functions

float MapgenV6::getMudAmount(v2s16 p)
{
	int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
	return getMudAmount(index);
}


bool MapgenV6::getHaveBeach(v2s16 p)
{
	int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
	return getHaveBeach(index);
}


BiomeV6Type MapgenV6::getBiome(v2s16 p)
{
	int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
			+ (p.X - full_node_min.X);
	return getBiome(index, p);
}


float MapgenV6::getHumidity(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;*/

	int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
			+ (p.X - full_node_min.X);
	float noise = noise_humidity->result[index];

	if (noise < 0.0)
		noise = 0.0;
	if (noise > 1.0)
		noise = 1.0;
	return noise;
}


float MapgenV6::getTreeAmount(v2s16 p)
{
	/*double noise = noise2d_perlin(
			0.5+(float)p.X/125, 0.5+(float)p.Y/125,
			seed+2, 4, 0.66);*/

	float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
	float zeroval = -0.39;
	if (noise < zeroval)
		return 0;
	else
		return 0.04 * (noise - zeroval) / (1.0 - zeroval);
}


bool MapgenV6::getHaveAppleTree(v2s16 p)
{
	/*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;*/

	float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);

	return noise > 0.2;
}


float MapgenV6::getMudAmount(int index)
{
	if (flags & MG_FLAT)
		return MGV6_AVERAGE_MUD_AMOUNT;

	/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
			0.5+(float)p.X/200, 0.5+(float)p.Y/200,
			seed+91013, 3, 0.55));*/

	return noise_mud->result[index];
}


bool MapgenV6::getHaveBeach(int index)
{
	// Determine whether to have sand here
	/*double sandnoise = noise2d_perlin(
			0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
			seed+59420, 3, 0.50);*/

	float sandnoise = noise_beach->result[index];
	return (sandnoise > freq_beach);
}


BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
{
	// Just do something very simple as for now
	/*double d = noise2d_perlin(
			0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
			seed+9130, 3, 0.50);*/

	float d = noise_biome->result[index];
	float h = noise_humidity->result[index];

	if (spflags & MGV6_SNOWBIOMES) {
		float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;

		if (d > MGV6_FREQ_HOT + blend) {
			if (h > MGV6_FREQ_JUNGLE + blend)
				return BT_JUNGLE;
			else
				return BT_DESERT;
		} else if (d < MGV6_FREQ_SNOW + blend) {
			if (h > MGV6_FREQ_TAIGA + blend)
				return BT_TAIGA;
			else
				return BT_TUNDRA;
		} else {
			return BT_NORMAL;
		}
	} else {
		if (d > freq_desert)
			return BT_DESERT;

		if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
				((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
			return BT_DESERT;

		if ((spflags & MGV6_JUNGLES) && h > 0.75)
			return BT_JUNGLE;
		else
			return BT_NORMAL;
	}
}


u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
{
	s32 x = p.X, y = p.Y, z = p.Z;
	return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
}


//////////////////////// Map generator

void MapgenV6::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;

	// Hack: use minimum block coords for old code that assumes a single block
	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;

	// Area of central chunk
	node_min = blockpos_min * MAP_BLOCKSIZE;
	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	// Full allocated area
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	central_area_size = node_max - node_min + v3s16(1, 1, 1);
	assert(central_area_size.X == central_area_size.Z);

	int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
					  * (blockpos_max.Y - blockpos_min.Y + 1)
					  * (blockpos_max.Z - blockpos_max.Z + 1);

	volume_nodes = volume_blocks *
		MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;

	// Create a block-specific seed
	blockseed = get_blockseed(data->seed, full_node_min);

	// Make some noise
	calculateNoise();

	// Maximum height of the stone surface and obstacles.
	// This is used to guide the cave generation
	s16 stone_surface_max_y;

	// Generate general ground level to full area
	stone_surface_max_y = generateGround();

	// Create initial heightmap to limit caves
	updateHeightmap(node_min, node_max);

	const s16 max_spread_amount = MAP_BLOCKSIZE;
	// Limit dirt flow area by 1 because mud is flown into neighbors.
	s16 mudflow_minpos = -max_spread_amount + 1;
	s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;

	// Loop this part, it will make stuff look older and newer nicely
	const u32 age_loops = 2;
	for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
		// Make caves (this code is relatively horrible)
		if (flags & MG_CAVES)
			generateCaves(stone_surface_max_y);

		// Add mud to the central chunk
		addMud();

		// Flow mud away from steep edges
		if (spflags & MGV6_MUDFLOW)
			flowMud(mudflow_minpos, mudflow_maxpos);

	}

	// Update heightmap after mudflow
	updateHeightmap(node_min, node_max);

	// Add dungeons
	if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
		DungeonParams dp;

		dp.np_rarity  = nparams_dungeon_rarity;
		dp.np_density = nparams_dungeon_density;
		dp.np_wetness = nparams_dungeon_wetness;
		dp.c_water    = c_water_source;
		if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
			dp.c_cobble = c_desert_stone;
			dp.c_moss   = c_desert_stone;
			dp.c_stair  = c_desert_stone;

			dp.diagonal_dirs = true;
			dp.mossratio     = 0.0;
			dp.holesize      = v3s16(2, 3, 2);
			dp.roomsize      = v3s16(2, 5, 2);
			dp.notifytype    = GENNOTIFY_TEMPLE;
		} else {
			dp.c_cobble = c_cobble;
			dp.c_moss   = c_mossycobble;
			dp.c_stair  = c_stair_cobble;

			dp.diagonal_dirs = false;
			dp.mossratio     = 3.0;
			dp.holesize      = v3s16(1, 2, 1);
			dp.roomsize      = v3s16(0, 0, 0);
			dp.notifytype    = GENNOTIFY_DUNGEON;
		}

		DungeonGen dgen(this, &dp);
		dgen.generate(blockseed, full_node_min, full_node_max);
	}

	// Add top and bottom side of water to transforming_liquid queue
	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

	// Add surface nodes
	growGrass();

	// Generate some trees, and add grass, if a jungle
	if (flags & MG_TREES)
		placeTreesAndJungleGrass();

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

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

	// Calculate lighting
	if (flags & MG_LIGHT)
		calcLighting(node_min, node_max);

	this->generating = false;
}


void MapgenV6::calculateNoise()
{
	int x = node_min.X;
	int z = node_min.Z;
	int fx = full_node_min.X;
	int fz = full_node_min.Z;

	if (!(flags & MG_FLAT)) {
		noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
		noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
		noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
		noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
		noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
	}

	noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);

	noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
	noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
	// Humidity map does not need range limiting 0 to 1,
	// only humidity at point does
}


int MapgenV6::generateGround()
{
	//TimeTaker timer1("Generating ground level");
	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
	MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
	MapNode n_ice(c_ice);
	int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;

	u32 index = 0;
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		// Surface height
		s16 surface_y = (s16)baseTerrainLevelFromMap(index);

		// Log it
		if (surface_y > stone_surface_max_y)
			stone_surface_max_y = surface_y;

		BiomeV6Type bt = getBiome(v2s16(x, z));

		// Fill ground with stone
		v3s16 em = vm->m_area.getExtent();
		u32 i = vm->m_area.index(x, node_min.Y, z);
		for (s16 y = node_min.Y; y <= node_max.Y; y++) {
			if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
				if (y <= surface_y) {
					vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
							&& bt == BT_DESERT) ?
						n_desert_stone : n_stone;
				} else if (y <= water_level) {
					vm->m_data[i] = (y >= MGV6_ICE_BASE
							&& bt == BT_TUNDRA) ?
						n_ice : n_water_source;
				} else {
					vm->m_data[i] = n_air;
				}
			}
			vm->m_area.add_y(em, i, 1);
		}
	}

	return stone_surface_max_y;
}


void MapgenV6::addMud()
{
	// 15ms @cs=8
	//TimeTaker timer1("add mud");
	MapNode n_dirt(c_dirt), n_gravel(c_gravel);
	MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
	MapNode addnode;

	u32 index = 0;
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		// Randomize mud amount
		s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;

		// Find ground level
		s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!

		// Handle area not found
		if (surface_y == vm->m_area.MinEdge.Y - 1)
			continue;

		BiomeV6Type bt = getBiome(v2s16(x, z));
		addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;

		if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
			addnode = n_sand;
		} else if (mud_add_amount <= 0) {
			mud_add_amount = 1 - mud_add_amount;
			addnode = n_gravel;
		} else if (bt != BT_DESERT && getHaveBeach(index) &&
				surface_y + mud_add_amount <= water_level + 2) {
			addnode = n_sand;
		}

		if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
			mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);

		/* If topmost node is grass, change it to mud.  It might be if it was
		// flown to there from a neighboring chunk and then converted.
		u32 i = vm->m_area.index(x, surface_y, z);
		if (vm->m_data[i].getContent() == c_dirt_with_grass)
			vm->m_data[i] = n_dirt;*/

		// Add mud on ground
		s16 mudcount = 0;
		v3s16 em = vm->m_area.getExtent();
		s16 y_start = surface_y + 1;
		u32 i = vm->m_area.index(x, y_start, z);
		for (s16 y = y_start; y <= node_max.Y; y++) {
			if (mudcount >= mud_add_amount)
				break;

			vm->m_data[i] = addnode;
			mudcount++;

			vm->m_area.add_y(em, i, 1);
		}
	}
}


void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
{
	// 340ms @cs=8
	//TimeTaker timer1("flow mud");

	// Iterate a few times
	for (s16 k = 0; k < 3; k++) {
		for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
		for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
			// Invert coordinates every 2nd iteration
			if (k % 2 == 0) {
				x = mudflow_maxpos - (x - mudflow_minpos);
				z = mudflow_maxpos - (z - mudflow_minpos);
			}

			// Node position in 2d
			v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);

			v3s16 em = vm->m_area.getExtent();
			u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
			s16 y = node_max.Y;

			while (y >= node_min.Y) {

			for (;; y--) {
				MapNode *n = NULL;
				// Find mud
				for (; y >= node_min.Y; y--) {
					n = &vm->m_data[i];
					if (n->getContent() == c_dirt ||
							n->getContent() == c_dirt_with_grass ||
							n->getContent() == c_gravel)
						break;

					vm->m_area.add_y(em, i, -1);
				}

				// Stop if out of area
				//if(vmanip.m_area.contains(i) == false)
				if (y < node_min.Y)
					break;

				if (n->getContent() == c_dirt ||
						n->getContent() == c_dirt_with_grass) {
					// Make it exactly mud
					n->setContent(c_dirt);

					// Don't flow it if the stuff under it is not mud
					{
						u32 i2 = i;
						vm->m_area.add_y(em, i2, -1);
						// Cancel if out of area
						if (vm->m_area.contains(i2) == false)
							continue;
						MapNode *n2 = &vm->m_data[i2];
						if (n2->getContent() != c_dirt &&
								n2->getContent() != c_dirt_with_grass)
							continue;
					}
				}

				v3s16 dirs4[4] = {
					v3s16(0, 0, 1), // back
					v3s16(1, 0, 0), // right
					v3s16(0, 0, -1), // front
					v3s16(-1, 0, 0), // left
				};

				// Check that upper is air or doesn't exist.
				// Cancel dropping if upper keeps it in place
				u32 i3 = i;
				vm->m_area.add_y(em, i3, 1);
				if (vm->m_area.contains(i3) == true &&
						ndef->get(vm->m_data[i3]).walkable)
					continue;

				// Drop mud on side
				for(u32 di = 0; di < 4; di++) {
					v3s16 dirp = dirs4[di];
					u32 i2 = i;
					// Move to side
					vm->m_area.add_p(em, i2, dirp);
					// Fail if out of area
					if (vm->m_area.contains(i2) == false)
						continue;
					// Check that side is air
					MapNode *n2 = &vm->m_data[i2];
					if (ndef->get(*n2).walkable)
						continue;
					// Check that under side is air
					vm->m_area.add_y(em, i2, -1);
					if (vm->m_area.contains(i2) == false)
						continue;
					n2 = &vm->m_data[i2];
					if (ndef->get(*n2).walkable)
						continue;
					// Loop further down until not air
					bool dropped_to_unknown = false;
					do {
						vm->m_area.add_y(em, i2, -1);
						n2 = &vm->m_data[i2];
						// if out of known area
						if(vm->m_area.contains(i2) == false ||
								n2->getContent() == CONTENT_IGNORE) {
							dropped_to_unknown = true;
							break;
						}
					} while (ndef->get(*n2).walkable == false);
					// Loop one up so that we're in air
					vm->m_area.add_y(em, i2, 1);
					n2 = &vm->m_data[i2];

					bool old_is_water = (n->getContent() == c_water_source);
					// Move mud to new place
					if (!dropped_to_unknown) {
						*n2 = *n;
						// Set old place to be air (or water)
						if(old_is_water)
							*n = MapNode(c_water_source);
						else
							*n = MapNode(CONTENT_AIR);
					}

					// Done
					break;
				}
			}
			}
		}
	}
}


void MapgenV6::placeTreesAndJungleGrass()
{
	//TimeTaker t("placeTrees");
	if (node_max.Y < water_level)
		return;

	PseudoRandom grassrandom(blockseed + 53);
	content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
	// if we don't have junglegrass, don't place cignore... that's bad
	if (c_junglegrass == CONTENT_IGNORE)
		c_junglegrass = CONTENT_AIR;
	MapNode n_junglegrass(c_junglegrass);
	v3s16 em = vm->m_area.getExtent();

	// Divide area into parts
	s16 div = 8;
	s16 sidelen = central_area_size.X / div;
	double area = sidelen * sidelen;

	// N.B.  We must add jungle grass first, since tree leaves will
	// obstruct the ground, giving us a false ground level
	for (s16 z0 = 0; z0 < div; z0++)
	for (s16 x0 = 0; x0 < div; x0++) {
		// Center position of part of division
		v2s16 p2d_center(
			node_min.X + sidelen / 2 + sidelen * x0,
			node_min.Z + sidelen / 2 + sidelen * z0
		);
		// Minimum edge of part of division
		v2s16 p2d_min(
			node_min.X + sidelen * x0,
			node_min.Z + sidelen * z0
		);
		// Maximum edge of part of division
		v2s16 p2d_max(
			node_min.X + sidelen + sidelen * x0 - 1,
			node_min.Z + sidelen + sidelen * z0 - 1
		);

		// Get biome at center position of part of division
		BiomeV6Type bt = getBiome(p2d_center);

		// Amount of trees
		u32 tree_count;
		if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
			tree_count = area * getTreeAmount(p2d_center);
			if (bt == BT_JUNGLE)
				tree_count *= 4;
		} else {
			tree_count = 0;
		}

		// Add jungle grass
		if (bt == BT_JUNGLE) {
			float humidity = getHumidity(p2d_center);
			u32 grass_count = 5 * humidity * tree_count;
			for (u32 i = 0; i < grass_count; i++) {
				s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
				s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
				int mapindex = central_area_size.X * (z - node_min.Z)
								+ (x - node_min.X);
				s16 y = heightmap[mapindex];
				if (y < water_level)
					continue;

				u32 vi = vm->m_area.index(x, y, z);
				// place on dirt_with_grass, since we know it is exposed to sunlight
				if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
					vm->m_area.add_y(em, vi, 1);
					vm->m_data[vi] = n_junglegrass;
				}
			}
		}

		// Put trees in random places on part of division
		for (u32 i = 0; i < tree_count; i++) {
			s16 x = myrand_range(p2d_min.X, p2d_max.X);
			s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
			int mapindex = central_area_size.X * (z - node_min.Z)
							+ (x - node_min.X);
			s16 y = heightmap[mapindex];
			// Don't make a tree under water level
			// Don't make a tree so high that it doesn't fit
			if (y < water_level || y > node_max.Y - 6)
				continue;

			v3s16 p(x, y, z);
			// Trees grow only on mud and grass and snowblock
			{
				u32 i = vm->m_area.index(p);
				content_t c = vm->m_data[i].getContent();
				if (c != c_dirt &&
						c != c_dirt_with_grass &&
						c != c_dirt_with_snow &&
						c != c_snowblock)
					continue;
			}
			p.Y++;

			// Make a tree
			if (bt == BT_JUNGLE) {
				treegen::make_jungletree(*vm, p, ndef, myrand());
			} else if (bt == BT_TAIGA) {
				treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
			} else if (bt == BT_NORMAL) {
				bool is_apple_tree = (myrand_range(0, 3) == 0) &&
							getHaveAppleTree(v2s16(x, z));
				treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
			}
		}
	}
	//printf("placeTreesAndJungleGrass: %dms\n", t.stop());
}


void MapgenV6::growGrass() // Add surface nodes
{
	MapNode n_dirt_with_grass(c_dirt_with_grass);
	MapNode n_dirt_with_snow(c_dirt_with_snow);
	MapNode n_snowblock(c_snowblock);
	MapNode n_snow(c_snow);
	v3s16 em = vm->m_area.getExtent();

	u32 index = 0;
	for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
	for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
		// Find the lowest surface to which enough light ends up to make
		// grass grow.  Basically just wait until not air and not leaves.
		s16 surface_y = 0;
		{
			u32 i = vm->m_area.index(x, node_max.Y, z);
			s16 y;
			// Go to ground level
			for (y = node_max.Y; y >= full_node_min.Y; y--) {
				MapNode &n = vm->m_data[i];
				if (ndef->get(n).param_type != CPT_LIGHT ||
						ndef->get(n).liquid_type != LIQUID_NONE ||
						n.getContent() == c_ice)
					break;
				vm->m_area.add_y(em, i, -1);
			}
			surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
		}

		BiomeV6Type bt = getBiome(index, v2s16(x, z));
		u32 i = vm->m_area.index(x, surface_y, z);
		content_t c = vm->m_data[i].getContent();
		if (surface_y >= water_level - 20) {
			if (bt == BT_TAIGA && c == c_dirt) {
				vm->m_data[i] = n_snowblock;
				vm->m_area.add_y(em, i, -1);
				vm->m_data[i] = n_dirt_with_snow;
			} else if (bt == BT_TUNDRA) {
				if (c == c_dirt) {
					vm->m_data[i] = n_dirt_with_snow;
				} else if (c == c_stone && surface_y < node_max.Y) {
					vm->m_area.add_y(em, i, 1);
					vm->m_data[i] = n_snow;
				}
			} else if (c == c_dirt) {
				vm->m_data[i] = n_dirt_with_grass;
			}
		}
	}
}


void MapgenV6::generateCaves(int max_stone_y)
{
	float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
	int volume_nodes = (node_max.X - node_min.X + 1) *
					   (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
	cave_amount = MYMAX(0.0, cave_amount);
	u32 caves_count = cave_amount * volume_nodes / 50000;
	u32 bruises_count = 1;
	PseudoRandom ps(blockseed + 21343);
	PseudoRandom ps2(blockseed + 1032);

	if (ps.range(1, 6) == 1)
		bruises_count = ps.range(0, ps.range(0, 2));

	if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
		caves_count   /= 3;
		bruises_count /= 3;
	}

	for (u32 i = 0; i < caves_count + bruises_count; i++) {
		bool large_cave = (i >= caves_count);
		CaveV6 cave(this, &ps, &ps2, large_cave);

		cave.makeCave(node_min, node_max, max_stone_y);
	}
}