Cavegen: Move V5-style caves to CavesNoiseIntersection

This commit is contained in:
kwolekr 2016-05-19 03:40:22 -04:00
parent 6151f7bc4b
commit 548d99bb45
9 changed files with 151 additions and 82 deletions

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@ -23,10 +23,106 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "mg_biome.h"
#include "cavegen.h"
NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
////
//// CavesNoiseIntersection
////
CavesNoiseIntersection::CavesNoiseIntersection(
INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
NoiseParams *np_cave1, NoiseParams *np_cave2, int seed, float cave_width)
{
assert(nodedef);
assert(biomemgr);
m_ndef = nodedef;
m_bmgr = biomemgr;
m_csize = chunksize;
m_cave_width = cave_width;
m_ystride = m_csize.X;
m_zstride_1d = m_csize.X * (m_csize.Y + 1);
// Noises are created using 1-down overgeneration
// A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
// re-carving the solid overtop placed for blocking sunlight
noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
}
CavesNoiseIntersection::~CavesNoiseIntersection()
{
delete noise_cave1;
delete noise_cave2;
}
void CavesNoiseIntersection::generateCaves(MMVManip *vm,
v3s16 nmin, v3s16 nmax, u8 *biomemap)
{
assert(vm);
assert(biomemap);
noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
for (s16 z = nmin.Z; z <= nmax.Z; z++)
for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
bool is_tunnel = false; // Is tunnel or tunnel floor
u32 vi = vm->m_area.index(x, nmax.Y, z);
u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
(x - nmin.X);
// Biome of column
Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
// Don't excavate the overgenerated stone at nmax.Y + 1,
// this creates a 'roof' over the tunnel, preventing light in
// tunnels at mapchunk borders when generating mapchunks upwards.
// This 'roof' is removed when the mapchunk above is generated.
for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
index3d -= m_ystride,
vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
column_is_open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
is_tunnel = true;
} else {
// Not in tunnel or not ground content
if (is_tunnel && column_is_open &&
(c == biome->c_filler || c == biome->c_stone))
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
column_is_open = false;
is_tunnel = false;
}
}
}
}
////
//// CavesRandomWalk
////

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@ -25,6 +25,43 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class GenerateNotifier;
/*
CavesNoiseIntersection is a cave digging algorithm that carves smooth,
web-like, continuous tunnels at points where the density of the intersection
between two separate 3d noises is above a certain value. This value,
cave_width, can be modified to set the effective width of these tunnels.
This algorithm is relatively heavyweight, taking ~80ms to generate an
80x80x80 chunk of map on a modern processor. Use sparingly!
TODO(hmmmm): Remove dependency on biomes
TODO(hmmmm): Find alternative to overgeneration as solution for sunlight issue
*/
class CavesNoiseIntersection {
public:
CavesNoiseIntersection(INodeDefManager *nodedef, BiomeManager *biomemgr,
v3s16 chunksize, NoiseParams *np_cave1, NoiseParams *np_cave2,
int seed, float cave_width);
~CavesNoiseIntersection();
void generateCaves(MMVManip *vm, v3s16 nmin, v3s16 nmax, u8 *biomemap);
private:
INodeDefManager *m_ndef;
BiomeManager *m_bmgr;
// configurable parameters
v3s16 m_csize;
float m_cave_width;
// intermediate state variables
u16 m_ystride;
u16 m_zstride_1d;
Noise *noise_cave1;
Noise *noise_cave2;
};
/*
CavesRandomWalk is an implementation of a cave-digging algorithm that
operates on the principle of a "random walk" to approximate the stochiastic

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@ -542,56 +542,10 @@ void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
if (max_stone_y < node_min.Y)
return;
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
CavesNoiseIntersection caves_noise(ndef, bmgr, csize,
&np_cave1, &np_cave2, seed, cave_width);
v3s16 em = vm->m_area.getExtent();
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++) {
bool column_is_open = false; // Is column open to overground
bool is_tunnel = false; // Is tunnel or tunnel floor
u32 vi = vm->m_area.index(x, node_max.Y, z);
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
// Don't excavate the overgenerated stone at node_max.Y + 1,
// this creates a 'roof' over the tunnel, preventing light in
// tunnels at mapchunk borders when generating mapchunks upwards.
// This 'roof' is removed when the mapchunk above is generated.
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
index3d -= ystride,
vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
column_is_open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
is_tunnel = true;
} else {
// Not in tunnel or not ground content
if (is_tunnel && column_is_open &&
(c == biome->c_filler || c == biome->c_stone))
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
column_is_open = false;
is_tunnel = false;
}
}
}
caves_noise.generateCaves(vm, node_min, node_max, biomemap);
if (node_max.Y > large_cave_depth)
return;

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@ -220,8 +220,6 @@ public:
BiomeManager *bmgr;
Noise *noise_filler_depth;
Noise *noise_cave1;
Noise *noise_cave2;
v3s16 node_min;
v3s16 node_max;
@ -235,7 +233,8 @@ public:
content_t c_sandstone;
int ystride;
int zstride_1d;
NoiseParams np_cave1;
NoiseParams np_cave2;
float cave_width;
MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge);

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@ -58,8 +58,6 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
// 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
this->heightmap = new s16[csize.X * csize.Z];
@ -78,10 +76,8 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
//// 3D noise
// 1-down overgeneraion
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
MapgenBasic::np_cave1 = sp->np_cave1;
MapgenBasic::np_cave2 = sp->np_cave2;
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
@ -119,8 +115,6 @@ MapgenFlat::~MapgenFlat()
{
delete noise_terrain;
delete noise_filler_depth;
delete noise_cave1;
delete noise_cave2;
delete biomegen;

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@ -56,8 +56,6 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
// 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
this->heightmap = new s16[csize.X * csize.Z];
@ -79,10 +77,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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);
//// 3D terrain noise
// 1-down overgeneraion
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
MapgenBasic::np_cave1 = sp->np_cave1;
MapgenBasic::np_cave2 = sp->np_cave2;
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
@ -123,8 +119,6 @@ MapgenFractal::~MapgenFractal()
{
delete noise_seabed;
delete noise_filler_depth;
delete noise_cave1;
delete noise_cave2;
delete biomegen;

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@ -54,8 +54,6 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
// amount of elements to skip for the next index
// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
// 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
this->heightmap = new s16[csize.X * csize.Z];
@ -72,9 +70,9 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
// 3D terrain noise
// 1-up 1-down overgeneration
noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
// 1-down overgeneraion
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
MapgenBasic::np_cave1 = sp->np_cave1;
MapgenBasic::np_cave2 = sp->np_cave2;
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
@ -113,8 +111,6 @@ MapgenV5::~MapgenV5()
delete noise_filler_depth;
delete noise_factor;
delete noise_height;
delete noise_cave1;
delete noise_cave2;
delete noise_ground;
delete biomegen;

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@ -61,8 +61,6 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
this->ystride = csize.X;
// 1-up 1-down overgeneration
this->zstride_1u1d = csize.X * (csize.Y + 2);
// 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
this->heightmap = new s16[csize.X * csize.Z];
this->ridge_heightmap = new s16[csize.X * csize.Z];
@ -85,9 +83,9 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
// 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);
// 1-down overgeneraion
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
MapgenBasic::np_cave1 = sp->np_cave1;
MapgenBasic::np_cave2 = sp->np_cave2;
// TODO(hmmmm): should we have a way to disable biomemanager biomes?
//// Initialize biome generator
@ -133,8 +131,6 @@ MapgenV7::~MapgenV7()
delete noise_ridge_uwater;
delete noise_mountain;
delete noise_ridge;
delete noise_cave1;
delete noise_cave2;
delete biomegen;

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@ -100,6 +100,7 @@ private:
BiomeGenOriginal *m_bgen;
int zstride;
int zstride_1d;
float map_gen_limit;
@ -120,6 +121,8 @@ private:
Noise *noise_inter_valley_fill;
Noise *noise_inter_valley_slope;
Noise *noise_rivers;
Noise *noise_cave1;
Noise *noise_cave2;
Noise *noise_massive_caves;
Noise *noise_terrain_height;
Noise *noise_valley_depth;