minetest/src/mapgen_v7.cpp
paramat 9997e2030c Mgflat/fractal/v7/valleys: Denser 3D noise tunnels
Reduce spread from 96 to primes 61 and 67 (either side of 64)
Prime spreads help to keep 3D noise periodic features unaligned
'cave width' 0.2 to preserve tunnel width
Reduce octaves to 3 to improve network structure
2016-06-24 02:17:51 +01:00

570 lines
18 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_v7.h"
FlagDesc flagdesc_mapgen_v7[] = {
{"mountains", MGV7_MOUNTAINS},
{"ridges", MGV7_RIDGES},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
this->spflags = sp->spflags;
this->cave_width = sp->cave_width;
//// Terrain noise
noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
//// 3d terrain noise
// 1-up 1-down overgeneration
noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
MapgenBasic::np_cave1 = sp->np_cave1;
MapgenBasic::np_cave2 = sp->np_cave2;
}
MapgenV7::~MapgenV7()
{
delete noise_terrain_base;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_terrain_alt;
delete noise_filler_depth;
delete noise_mount_height;
delete noise_ridge_uwater;
delete noise_mountain;
delete noise_ridge;
}
MapgenV7Params::MapgenV7Params()
{
spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
cave_width = 0.2;
np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
}
void MapgenV7Params::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
settings->getFloatNoEx("mgv7_cave_width", cave_width);
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->getNoiseParams("mgv7_np_height_select", np_height_select);
settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
}
void MapgenV7Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
settings->setFloat("mgv7_cave_width", cave_width);
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
}
///////////////////////////////////////////////////////////////////////////////
int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
{
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
// Ridge/river terrain calculation
float width = 0.2;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
// if inside a river this is an unsuitable spawn point
if (fabs(uwatern) <= width)
return MAX_MAP_GENERATION_LIMIT;
// Mountain terrain calculation
int iters = 128;
while (iters--) {
if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
if (y <= water_level || y > water_level + 16)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
else
return y;
}
y++;
}
// Unsuitable spawn point, no ground surface found
return MAX_MAP_GENERATION_LIMIT;
}
void MapgenV7::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 and mountain terrain
// An initial heightmap is no longer created here for use in generateRidgeTerrain()
s16 stone_surface_max_y = generateTerrain();
// Generate rivers
if (spflags & MGV7_RIDGES)
generateRidgeTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
MgStoneType stone_type = generateBiomes();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, water_level);
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y, stone_type);
// 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;
}
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0, 1.0);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
noise_terrain_base->np.persist = persist;
float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
noise_terrain_alt->np.persist = persist;
float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
if (height_alt > height_base)
return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
float MapgenV7::baseTerrainLevelFromMap(int index)
{
float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
float height_base = noise_terrain_base->result[index];
float height_alt = noise_terrain_alt->result[index];
if (height_alt > height_base)
return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
float density_gradient = -((float)y / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
return mnt_n + density_gradient >= 0.0;
}
bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
{
float mounthn = noise_mount_height->result[idx_xz];
float density_gradient = -((float)y / mounthn);
float mountn = noise_mountain->result[idx_xyz];
return mountn + density_gradient >= 0.0;
}
int MapgenV7::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
//// Calculate noise for terrain generation
noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
float *persistmap = noise_terrain_persist->result;
noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
if (spflags & MGV7_MOUNTAINS) {
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
}
//// Place nodes
v3s16 em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
s16 surface_y = baseTerrainLevelFromMap(index2d);
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
vm->m_data[vi] = n_stone; // Base terrain
} else if ((spflags & MGV7_MOUNTAINS) &&
getMountainTerrainFromMap(index3d, index2d, y)) {
vm->m_data[vi] = n_stone; // Mountain terrain
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;
}
}
vm->m_area.add_y(em, vi, 1);
index3d += ystride;
}
}
return stone_surface_max_y;
}
void MapgenV7::generateRidgeTerrain()
{
if (node_max.Y < water_level - 16)
return;
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
float width = 0.2;
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++, index++, vi++) {
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
float uwatern = noise_ridge_uwater->result[j] * 2;
if (fabs(uwatern) > width)
continue;
float altitude = y - water_level;
float height_mod = (altitude + 17) / 2.5;
float width_mod = width - fabs(uwatern);
float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
if (nridge + width_mod * height_mod < 0.6)
continue;
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
}
}
}
////////////////////////////////////////////////////////////////////////////////
//// Code Boneyard
////
//// Much of the stuff here has potential to become useful again at some point
//// in the future, but we don't want it to get lost or forgotten in version
//// control.
////
#if 0
int MapgenV7::generateMountainTerrain(s16 ymax)
{
MapNode n_stone(c_stone);
u32 j = 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 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++) {
int index = (z - node_min.Z) * csize.X + (x - node_min.X);
content_t c = vm->m_data[vi].getContent();
if (getMountainTerrainFromMap(j, index, y)
&& (c == CONTENT_AIR || c == c_water_source)) {
vm->m_data[vi] = n_stone;
if (y > ymax)
ymax = y;
}
vi++;
j++;
}
}
return ymax;
}
#endif
#if 0
void MapgenV7::carveRivers() {
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone);
u32 index = 0;
int river_depth = 4;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
float terrain_mod = noise_terrain_mod->result[index];
NoiseParams *np = noise_terrain_river->np;
np.persist = noise_terrain_persist->result[index];
float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
float height = terrain_river * (1 - abs(terrain_mod)) *
noise_terrain_river->np.scale;
height = log(height * height); //log(h^3) is pretty interesting for terrain
s16 y = heightmap[index];
if (height < 1.0 && y > river_depth &&
y - river_depth >= node_min.Y && y <= node_max.Y) {
for (s16 ry = y; ry != y - river_depth; ry--) {
u32 vi = vm->m_area.index(x, ry, z);
vm->m_data[vi] = n_air;
}
u32 vi = vm->m_area.index(x, y - river_depth, z);
vm->m_data[vi] = n_water_source;
}
}
}
#endif
#if 0
void MapgenV7::addTopNodes()
{
v3s16 em = vm->m_area.getExtent();
s16 ntopnodes;
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 = bmgr->biomes[biomemap[index]];
//////////////////// First, add top nodes below the ridge
s16 y = ridge_heightmap[index];
// This cutoff is good enough, but not perfect.
// It will cut off potentially placed top nodes at chunk boundaries
if (y < node_min.Y)
continue;
if (y > node_max.Y) {
y = node_max.Y; // Let's see if we can still go downward anyway
u32 vi = vm->m_area.index(x, y, z);
content_t c = vm->m_data[vi].getContent();
if (ndef->get(c).walkable)
continue;
}
// N.B. It is necessary to search downward since ridge_heightmap[i]
// might not be the actual height, just the lowest part in the chunk
// where a ridge had been carved
u32 i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
if (ndef->get(c).walkable)
break;
vm->m_area.add_y(em, i, -1);
}
if (y != node_min.Y - 1 && y >= water_level) {
ridge_heightmap[index] = y; //update ridgeheight
ntopnodes = biome->top_depth;
for (; y <= node_max.Y && ntopnodes; y++) {
ntopnodes--;
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
if (y > water_level - 10 &&
vm->m_data[i].getContent() == CONTENT_AIR) {
vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
}
}
//////////////////// Now, add top nodes on top of the ridge
y = heightmap[index];
if (y > node_max.Y) {
y = node_max.Y; // Let's see if we can still go downward anyway
u32 vi = vm->m_area.index(x, y, z);
content_t c = vm->m_data[vi].getContent();
if (ndef->get(c).walkable)
continue;
}
i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
if (ndef->get(c).walkable)
break;
vm->m_area.add_y(em, i, -1);
}
if (y != node_min.Y - 1) {
ntopnodes = biome->top_depth;
// Let's see if we've already added it...
if (y == ridge_heightmap[index] + ntopnodes - 1)
continue;
for (; y <= node_max.Y && ntopnodes; y++) {
ntopnodes--;
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
if (y > water_level - 10 &&
vm->m_data[i].getContent() == CONTENT_AIR) {
vm->m_area.add_y(em, i, -1);
if (vm->m_data[i].getContent() == c_dirt)
vm->m_data[i] = MapNode(c_dirt_with_grass);
}
}
}
}
#endif