minetest/src/mapgen_v5.cpp
kwolekr 7233a1228e Lighting: Fix nearly all issues
The cause of a single light source seemingly being lit without spread
was due to its creation in the +Y mapblock boundary layer during map
generation, which was ignored as the overtop.  This overtop explicitly
needs to be omitted during sunlight propagation, however.  To accomplish
this, Mapgen::calcLighting() was split into separate functions taking
separate parameters.
Additionally, do not diminish light too early during spread.  This fixes the
output inconsistency between Map::updateLighting and Mapgen::calcLighting.
2015-01-04 02:42:31 -05:00

545 lines
16 KiB
C++

/*
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.
*/
#include "mapgen.h"
#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"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v5.h"
#include "util/directiontables.h"
FlagDesc flagdesc_mapgen_v5[] = {
{"blobs", MGV5_BLOBS},
{NULL, 0}
};
MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
this->m_emerge = emerge;
this->bmgr = emerge->biomemgr;
// amount of elements to skip for the next index
// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
this->zstride = csize.X * (csize.Y + 2);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
this->spflags = sp->spflags;
// Terrain noise
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
// 3D terrain noise
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
// Biome noise
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
//// 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_cobble = ndef->getId("mapgen_cobble");
c_ice = ndef->getId("default:ice");
c_mossycobble = ndef->getId("mapgen_mossycobble");
c_sandbrick = ndef->getId("mapgen_sandstonebrick");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
if (c_ice == CONTENT_IGNORE)
c_ice = CONTENT_AIR;
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
if (c_sandbrick == CONTENT_IGNORE)
c_sandbrick = c_desert_stone;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
if (c_stair_sandstone == CONTENT_IGNORE)
c_stair_sandstone = c_sandbrick;
}
MapgenV5::~MapgenV5()
{
delete noise_filler_depth;
delete noise_factor;
delete noise_height;
delete noise_cave1;
delete noise_cave2;
delete noise_ground;
delete noise_crumble;
delete noise_wetness;
delete noise_heat;
delete noise_humidity;
delete[] heightmap;
delete[] biomemap;
}
MapgenV5Params::MapgenV5Params()
{
spflags = MGV5_BLOBS;
np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5, 2.0, NOISE_FLAG_EASED);
np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5, 2.0, NOISE_FLAG_EASED);
np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED);
np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0);
}
// Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
// 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 < original default
//#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) < original and current code
void MapgenV5Params::readParams(Settings *settings)
{
settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv5_np_factor", np_factor);
settings->getNoiseParams("mgv5_np_height", np_height);
settings->getNoiseParams("mgv5_np_cave1", np_cave1);
settings->getNoiseParams("mgv5_np_cave2", np_cave2);
settings->getNoiseParams("mgv5_np_ground", np_ground);
settings->getNoiseParams("mgv5_np_crumble", np_crumble);
settings->getNoiseParams("mgv5_np_wetness", np_wetness);
}
void MapgenV5Params::writeParams(Settings *settings)
{
settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv5_np_factor", np_factor);
settings->setNoiseParams("mgv5_np_height", np_height);
settings->setNoiseParams("mgv5_np_cave1", np_cave1);
settings->setNoiseParams("mgv5_np_cave2", np_cave2);
settings->setNoiseParams("mgv5_np_ground", np_ground);
settings->setNoiseParams("mgv5_np_crumble", np_crumble);
settings->setNoiseParams("mgv5_np_wetness", np_wetness);
}
int MapgenV5::getGroundLevelAtPoint(v2s16 p)
{
//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
if(f < 0.01)
f = 0.01;
else if(f >= 1.0)
f *= 1.6;
float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
s16 search_top = water_level + 15;
s16 search_base = water_level;
// Use these 2 lines instead for a slower search returning highest ground level
//s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
//s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
s16 level = -31000;
for (s16 y = search_top; y >= search_base; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
if(n_ground * f > y - h) {
if(y >= search_top - 7)
break;
else
level = y;
break;
}
}
//printf("getGroundLevelAtPoint: %dus\n", t.stop());
return level;
}
void MapgenV5::makeChunk(BlockMakeData *data)
{
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);
generating = true;
vm = data->vmanip;
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);
// Create a block-specific seed
blockseed = getBlockSeed2(full_node_min, seed);
// Make some noise
calculateNoise();
// Generate base terrain
s16 stone_surface_max_y = generateBaseTerrain();
updateHeightmap(node_min, node_max);
// Generate underground dirt, sand, gravel and lava blobs
if (spflags & MGV5_BLOBS) {
generateBlobs();
}
// Calculate biomes
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
generateBiomes();
// Generate dungeons and desert temples
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
DungeonGen dgen(this, NULL);
dgen.generate(blockseed, full_node_min, full_node_max);
}
// 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);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
//printf("makeChunk: %dms\n", t.stop());
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0));
this->generating = false;
}
void MapgenV5::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
noise_filler_depth->perlinMap2D(x, z);
noise_factor->perlinMap2D(x, z);
noise_height->perlinMap2D(x, z);
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
noise_ground->perlinMap3D(x, y, z);
if (spflags & MGV5_BLOBS) {
noise_crumble->perlinMap3D(x, y, z);
noise_wetness->perlinMap3D(x, y, z);
}
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
//printf("calculateNoise: %dus\n", t.stop());
}
//bool is_cave(u32 index) {
// double d1 = contour(noise_cave1->result[index]);
// double d2 = contour(noise_cave2->result[index]);
// return d1*d2 > CAVE_NOISE_THRESHOLD;
//}
//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
// double f = 0.55 + noise_factor->result[index2d];
// if(f < 0.01)
// f = 0.01;
// else if(f >= 1.0)
// f *= 1.6;
// double h = WATER_LEVEL + 10 * noise_height->result[index2d];
// return (noise_ground->result[index] * f > (double)p.Y - h);
//}
// Make base ground level
int MapgenV5::generateBaseTerrain()
{
u32 index = 0;
u32 index2d = 0;
int stone_surface_max_y = -MAP_GENERATION_LIMIT;
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 i = vm->m_area.index(node_min.X, y, z);
for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
if(vm->m_data[i].getContent() != CONTENT_IGNORE)
continue;
float f = 0.55 + noise_factor->result[index2d];
if(f < 0.01)
f = 0.01;
else if(f >= 1.0)
f *= 1.6;
float h = water_level + noise_height->result[index2d];
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
if(noise_ground->result[index] * f < y - h) {
if(y <= water_level)
vm->m_data[i] = MapNode(c_water_source);
else
vm->m_data[i] = MapNode(CONTENT_AIR);
} else if(d1*d2 > 0.2) {
vm->m_data[i] = MapNode(CONTENT_AIR);
} else {
vm->m_data[i] = MapNode(c_stone);
if (y > stone_surface_max_y)
stone_surface_max_y = y;
}
}
index2d = index2d - ystride;
}
index2d = index2d + ystride;
}
return stone_surface_max_y;
}
// Add mud and sand and others underground (in place of stone)
void MapgenV5::generateBlobs()
{
u32 index = 0;
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 i = vm->m_area.index(node_min.X, y, z);
for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
content_t c = vm->m_data[i].getContent();
if(c != c_stone)
continue;
if(noise_crumble->result[index] > 1.3) {
if(noise_wetness->result[index] > 0.0)
vm->m_data[i] = MapNode(c_dirt);
else
vm->m_data[i] = MapNode(c_sand);
} else if(noise_crumble->result[index] > 0.7) {
if(noise_wetness->result[index] < -0.6)
vm->m_data[i] = MapNode(c_gravel);
} else if(noise_crumble->result[index] < -3.5 +
MYMIN(0.1 *
sqrt((float)MYMAX(0, -y)), 1.5)) {
vm->m_data[i] = MapNode(c_lava_source);
}
}
}
}
}
void MapgenV5::generateBiomes()
{
if (node_max.Y < water_level)
return;
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
v3s16 em = vm->m_area.getExtent();
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++) {
Biome *biome = (Biome *)bmgr->get(biomemap[index]);
s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
s16 y0_top = biome->depth_top;
s16 y0_filler = biome->depth_top + dfiller;
s16 shore_max = water_level + biome->height_shore;
s16 depth_water_top = biome->depth_water_top;
s16 nplaced = 0;
u32 i = vm->m_area.index(x, node_max.Y, z);
content_t c_above = vm->m_data[i + em.X].getContent();
bool have_air = c_above == CONTENT_AIR;
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
bool is_replaceable_content =
c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
c == c_sand || c == c_lava_source || c == c_gravel;
if (is_replaceable_content && have_air) {
content_t c_below = vm->m_data[i - em.X].getContent();
if (c_below != CONTENT_AIR) {
if (nplaced < y0_top) {
if(y < water_level)
vm->m_data[i] = MapNode(biome->c_underwater);
else if(y <= shore_max)
vm->m_data[i] = MapNode(biome->c_shore_top);
else
vm->m_data[i] = MapNode(biome->c_top);
nplaced++;
} else if (nplaced < y0_filler && nplaced >= y0_top) {
if(y < water_level)
vm->m_data[i] = MapNode(biome->c_underwater);
else if(y <= shore_max)
vm->m_data[i] = MapNode(biome->c_shore_filler);
else
vm->m_data[i] = MapNode(biome->c_filler);
nplaced++;
} else if (c == c_stone) {
have_air = false;
nplaced = 0;
vm->m_data[i] = MapNode(biome->c_stone);
} else {
have_air = false;
nplaced = 0;
}
} else if (c == c_stone) {
have_air = false;
nplaced = 0;
vm->m_data[i] = MapNode(biome->c_stone);
}
} else if (c == c_stone) {
have_air = false;
nplaced = 0;
vm->m_data[i] = MapNode(biome->c_stone);
} else if (c == c_water_source) {
have_air = true;
nplaced = 0;
if(y > water_level - depth_water_top)
vm->m_data[i] = MapNode(biome->c_water_top);
else
vm->m_data[i] = MapNode(biome->c_water);
} else if (c == CONTENT_AIR) {
have_air = true;
nplaced = 0;
}
vm->m_area.add_y(em, i, -1);
}
}
}
void MapgenV5::dustTopNodes()
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
if (water_level > node_max.Y)
return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = (Biome *)bmgr->get(biomemap[index]);
if (biome->c_dust == CONTENT_IGNORE)
continue;
s16 y = node_max.Y + 1;
u32 vi = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR)
break;
vm->m_area.add_y(em, vi, -1);
}
content_t c = vm->m_data[vi].getContent();
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
&& c != biome->c_dust) {
if (y == node_max.Y + 1)
continue;
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = MapNode(biome->c_dust);
}
}
}