minetest/src/mapgen_fractal.cpp
kwolekr 0df5c01a8c Mapgen: Remove calculateNoise from most mapgens
This commit moves noise calculation to the functions where the noise is
actually required, increasing the separation of concerns and level of
interdependency for each mapgen method.  Valleys Mapgen is left unmodified.
2016-05-27 23:23:58 -04:00

484 lines
15 KiB
C++

/*
Minetest
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory
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" // For TimeTaker
#include "settings.h" // For g_settings
#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_fractal.h"
FlagDesc flagdesc_mapgen_fractal[] = {
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////////////
MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: MapgenBasic(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->heightmap = new s16[csize.X * csize.Z];
MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
this->spflags = sp->spflags;
this->cave_width = sp->cave_width;
this->fractal = sp->fractal;
this->iterations = sp->iterations;
this->scale = sp->scale;
this->offset = sp->offset;
this->slice_w = sp->slice_w;
this->julia_x = sp->julia_x;
this->julia_y = sp->julia_y;
this->julia_z = sp->julia_z;
this->julia_w = sp->julia_w;
//// 2D terrain noise
noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
MapgenBasic::np_cave1 = sp->np_cave1;
MapgenBasic::np_cave2 = sp->np_cave2;
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
BIOMEGEN_ORIGINAL, params->bparams, csize);
biomemap = biomegen->biomemap;
this->formula = fractal / 2 + fractal % 2;
this->julia = fractal % 2 == 0;
//// Resolve nodes to be used
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
c_desert_stone = ndef->getId("mapgen_desert_stone");
c_ice = ndef->getId("mapgen_ice");
c_sandstone = ndef->getId("mapgen_sandstone");
c_cobble = ndef->getId("mapgen_cobble");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
c_mossycobble = ndef->getId("mapgen_mossycobble");
c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
if (c_ice == CONTENT_IGNORE)
c_ice = CONTENT_AIR;
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
if (c_sandstonebrick == CONTENT_IGNORE)
c_sandstonebrick = c_sandstone;
if (c_stair_sandstonebrick == CONTENT_IGNORE)
c_stair_sandstonebrick = c_sandstone;
}
MapgenFractal::~MapgenFractal()
{
delete noise_seabed;
delete noise_filler_depth;
delete biomegen;
delete[] heightmap;
}
MapgenFractalParams::MapgenFractalParams()
{
spflags = 0;
cave_width = 0.3;
fractal = 1;
iterations = 11;
scale = v3f(4096.0, 1024.0, 4096.0);
offset = v3f(1.79, 0.0, 0.0);
slice_w = 0.0;
julia_x = 0.33;
julia_y = 0.33;
julia_z = 0.33;
julia_w = 0.33;
np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
}
void MapgenFractalParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
settings->getFloatNoEx("mgfractal_cave_width", cave_width);
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);
}
void MapgenFractalParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
settings->setFloat("mgfractal_cave_width", cave_width);
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);
}
/////////////////////////////////////////////////////////////////
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++;
if (air_count == 2)
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
biomegen->calcBiomeNoise(node_min);
biomegen->getBiomes(heightmap);
MgStoneType stone_type = generateBiomes();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, MGFRACTAL_LARGE_CAVE_DEPTH);
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 (stone_type == MGSTONE_STONE) {
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;
} else if (stone_type == MGSTONE_DESERT_STONE) {
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 if (stone_type == MGSTONE_SANDSTONE) {
dp.c_cobble = c_sandstonebrick;
dp.c_moss = c_sandstonebrick;
dp.c_stair = c_sandstonebrick;
dp.diagonal_dirs = false;
dp.mossratio = 0.0;
dp.holesize = v3s16(2, 2, 2);
dp.roomsize = v3s16(2, 0, 2);
dp.notifytype = GENNOTIFY_DUNGEON;
}
DungeonGen dgen(this, &dp);
dgen.generate(blockseed, full_node_min, full_node_max);
}
// Generate the registered decorations
if (flags & MG_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());
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++) {
if (formula == 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;
} else if (formula == 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;
} else if (formula == 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;
} else if (formula == 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;
} else if (formula == 5) { // 3D "Mandelbrot/Mandelbar"
nx = ox * ox - oy * oy - oz * oz + cx;
ny = 2.0f * ox * oy + cy;
nz = -2.0f * ox * oz + cz;
} else if (formula == 6) { // 3D "Christmas Tree"
// Altering the formula here is necessary to avoid division by zero
if (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) / (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;
}
} else if (formula == 7) { // 3D "Mandelbulb"
if (fabs(oy) < 0.000000001f) {
nx = ox * ox - oz * oz + cx;
ny = cy;
nz = -2.0f * oz * 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 * sqrt(ox * ox + oy * oy) + cz;
}
} else if (formula == 8) { // 3D "Cosine Mandelbulb"
if (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) / 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;
}
} else if (formula == 9) { // 4D "Mandelbulb"
float rxy = sqrt(ox * ox + oy * oy);
float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
if (fabs(ow) < 0.000000001f && 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;
}
}
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;
}