Move biome calculation to BiomeGen

BiomeGen defines an interface that, given a set of BiomeParams, computes biomes
for a given area using the algorithm implemented by that specific BiomeGen.
This abstracts away the old system where each mapgen supplied the noises
required for biome generation.
master
kwolekr 2016-04-28 03:43:09 -04:00
parent fa6b21a15b
commit 76f4856479
16 changed files with 421 additions and 304 deletions

View File

@ -181,8 +181,6 @@ EmergeManager::~EmergeManager()
delete oremgr;
delete decomgr;
delete schemmgr;
delete params.sparams;
}

View File

@ -76,10 +76,9 @@ Mapgen::Mapgen()
vm = NULL;
ndef = NULL;
heightmap = NULL;
biomegen = NULL;
biomemap = NULL;
heatmap = NULL;
humidmap = NULL;
heightmap = NULL;
}
@ -94,11 +93,10 @@ Mapgen::Mapgen(int mapgenid, MapgenParams *params, EmergeManager *emerge) :
csize = v3s16(1, 1, 1) * (params->chunksize * MAP_BLOCKSIZE);
vm = NULL;
ndef = NULL;
heightmap = NULL;
ndef = emerge->ndef;
biomegen = NULL;
biomemap = NULL;
heatmap = NULL;
humidmap = NULL;
heightmap = NULL;
}
@ -444,6 +442,14 @@ void GenerateNotifier::getEvents(
//// MapgenParams
////
MapgenParams::~MapgenParams()
{
delete bparams;
delete sparams;
}
void MapgenParams::load(const Settings &settings)
{
std::string seed_str;
@ -458,10 +464,13 @@ void MapgenParams::load(const Settings &settings)
settings.getS16NoEx("water_level", water_level);
settings.getS16NoEx("chunksize", chunksize);
settings.getFlagStrNoEx("mg_flags", flags, flagdesc_mapgen);
settings.getNoiseParams("mg_biome_np_heat", np_biome_heat);
settings.getNoiseParams("mg_biome_np_heat_blend", np_biome_heat_blend);
settings.getNoiseParams("mg_biome_np_humidity", np_biome_humidity);
settings.getNoiseParams("mg_biome_np_humidity_blend", np_biome_humidity_blend);
delete bparams;
bparams = BiomeManager::createBiomeParams(BIOMEGEN_ORIGINAL);
if (bparams) {
bparams->readParams(&settings);
bparams->seed = seed;
}
delete sparams;
MapgenFactory *mgfactory = EmergeManager::getMapgenFactory(mg_name);
@ -479,10 +488,9 @@ void MapgenParams::save(Settings &settings) const
settings.setS16("water_level", water_level);
settings.setS16("chunksize", chunksize);
settings.setFlagStr("mg_flags", flags, flagdesc_mapgen, U32_MAX);
settings.setNoiseParams("mg_biome_np_heat", np_biome_heat);
settings.setNoiseParams("mg_biome_np_heat_blend", np_biome_heat_blend);
settings.setNoiseParams("mg_biome_np_humidity", np_biome_humidity);
settings.setNoiseParams("mg_biome_np_humidity_blend", np_biome_humidity_blend);
if (bparams)
bparams->writeParams(&settings);
if (sparams)
sparams->writeParams(&settings);

View File

@ -44,6 +44,8 @@ extern FlagDesc flagdesc_mapgen[];
extern FlagDesc flagdesc_gennotify[];
class Biome;
class BiomeGen;
struct BiomeParams;
class EmergeManager;
class MapBlock;
class VoxelManipulator;
@ -115,11 +117,7 @@ struct MapgenParams {
s16 water_level;
u32 flags;
NoiseParams np_biome_heat;
NoiseParams np_biome_heat_blend;
NoiseParams np_biome_humidity;
NoiseParams np_biome_humidity_blend;
BiomeParams *bparams;
MapgenSpecificParams *sparams;
MapgenParams() :
@ -128,12 +126,12 @@ struct MapgenParams {
seed(0),
water_level(1),
flags(MG_CAVES | MG_LIGHT | MG_DECORATIONS),
np_biome_heat(NoiseParams(50, 50, v3f(750.0, 750.0, 750.0), 5349, 3, 0.5, 2.0)),
np_biome_heat_blend(NoiseParams(0, 1.5, v3f(8.0, 8.0, 8.0), 13, 2, 1.0, 2.0)),
np_biome_humidity(NoiseParams(50, 50, v3f(750.0, 750.0, 750.0), 842, 3, 0.5, 2.0)),
np_biome_humidity_blend(NoiseParams(0, 1.5, v3f(8.0, 8.0, 8.0), 90003, 2, 1.0, 2.0)),
bparams(NULL),
sparams(NULL)
{}
{
}
virtual ~MapgenParams();
void load(const Settings &settings);
void save(Settings &settings) const;
@ -153,10 +151,9 @@ public:
u32 blockseed;
s16 *heightmap;
u8 *biomemap;
float *heatmap;
float *humidmap;
v3s16 csize;
BiomeGen *biomegen;
GenerateNotifier gennotify;
Mapgen();

View File

@ -61,10 +61,7 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
// 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->heatmap = NULL;
this->humidmap = NULL;
this->heightmap = new s16[csize.X * csize.Z];
MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
@ -86,15 +83,12 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
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);
//// 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);
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
BIOMEGEN_ORIGINAL, params->bparams, csize);
biomemap = biomegen->biomemap;
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
@ -128,13 +122,9 @@ MapgenFlat::~MapgenFlat()
delete noise_cave1;
delete noise_cave2;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
delete biomegen;
delete[] heightmap;
delete[] biomemap;
}
@ -252,12 +242,10 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
// Create heightmap
updateHeightmap(node_min, node_max);
// Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
// 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);
@ -343,18 +331,7 @@ void MapgenFlat::calculateNoise()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
noise_humidity_blend->perlinMap2D(x, z);
for (s32 i = 0; i < csize.X * csize.Z; i++) {
noise_heat->result[i] += noise_heat_blend->result[i];
noise_humidity->result[i] += noise_humidity_blend->result[i];
}
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
//printf("calculateNoise: %dus\n", t.stop());
}
@ -406,7 +383,7 @@ s16 MapgenFlat::generateTerrain()
}
MgStoneType MapgenFlat::generateBiomes(float *heat_map, float *humidity_map)
MgStoneType MapgenFlat::generateBiomes()
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
@ -443,7 +420,8 @@ MgStoneType MapgenFlat::generateBiomes(float *heat_map, float *humidity_map)
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome)) ||
(c == c_water_source && (air_above || !biome))) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
biome = biomegen->getBiomeAtIndex(index, y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top + biome->depth_filler
+ noise_filler_depth->result[index], 0);

View File

@ -104,7 +104,7 @@ public:
int getSpawnLevelAtPoint(v2s16 p);
void calculateNoise();
s16 generateTerrain();
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
MgStoneType generateBiomes();
void dustTopNodes();
void generateCaves(s16 max_stone_y);
};

View File

@ -59,10 +59,7 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
// 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->heatmap = NULL;
this->humidmap = NULL;
MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
@ -87,18 +84,15 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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);
//// 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);
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
//// 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
INodeDefManager *ndef = emerge->ndef;
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
@ -132,13 +126,9 @@ MapgenFractal::~MapgenFractal()
delete noise_cave1;
delete noise_cave2;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
delete biomegen;
delete[] heightmap;
delete[] biomemap;
}
@ -268,12 +258,10 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
// Create heightmap
updateHeightmap(node_min, node_max);
// Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
// 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);
@ -358,18 +346,7 @@ void MapgenFractal::calculateNoise()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
noise_humidity_blend->perlinMap2D(x, z);
for (s32 i = 0; i < csize.X * csize.Z; i++) {
noise_heat->result[i] += noise_heat_blend->result[i];
noise_humidity->result[i] += noise_humidity_blend->result[i];
}
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
//printf("calculateNoise: %dus\n", t.stop());
}
@ -530,7 +507,7 @@ s16 MapgenFractal::generateTerrain()
}
MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
MgStoneType MapgenFractal::generateBiomes()
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
@ -567,7 +544,8 @@ MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome)) ||
(c == c_water_source && (air_above || !biome))) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
biome = biomegen->getBiomeAtIndex(index, y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top + biome->depth_filler
+ noise_filler_depth->result[index], 0);

View File

@ -88,11 +88,6 @@ public:
Noise *noise_cave1;
Noise *noise_cave2;
Noise *noise_heat;
Noise *noise_humidity;
Noise *noise_heat_blend;
Noise *noise_humidity_blend;
content_t c_stone;
content_t c_water_source;
content_t c_lava_source;
@ -114,7 +109,7 @@ public:
void calculateNoise();
bool getFractalAtPoint(s16 x, s16 y, s16 z);
s16 generateTerrain();
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
MgStoneType generateBiomes();
void dustTopNodes();
void generateCaves(s16 max_stone_y);
};

View File

@ -57,10 +57,7 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
// 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->heatmap = NULL;
this->humidmap = NULL;
MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
@ -79,15 +76,12 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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);
// 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);
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
BIOMEGEN_ORIGINAL, params->bparams, csize);
biomemap = biomegen->biomemap;
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
@ -123,13 +117,9 @@ MapgenV5::~MapgenV5()
delete noise_cave2;
delete noise_ground;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
delete biomegen;
delete[] heightmap;
delete[] biomemap;
}
@ -248,12 +238,10 @@ void MapgenV5::makeChunk(BlockMakeData *data)
// Create heightmap
updateHeightmap(node_min, node_max);
// Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
biomegen->getBiomes(heightmap);
MgStoneType stone_type = generateBiomes();
// Generate caves
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
@ -343,18 +331,7 @@ void MapgenV5::calculateNoise()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
noise_humidity_blend->perlinMap2D(x, z);
for (s32 i = 0; i < csize.X * csize.Z; i++) {
noise_heat->result[i] += noise_heat_blend->result[i];
noise_humidity->result[i] += noise_humidity_blend->result[i];
}
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
//printf("calculateNoise: %dus\n", t.stop());
}
@ -416,7 +393,7 @@ int MapgenV5::generateBaseTerrain()
}
MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
MgStoneType MapgenV5::generateBiomes()
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
@ -452,7 +429,8 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome)) ||
(c == c_water_source && (air_above || !biome))) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
biome = biomegen->getBiomeAtIndex(index, y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top + biome->depth_filler
+ noise_filler_depth->result[index], 0);

View File

@ -70,11 +70,6 @@ public:
Noise *noise_cave2;
Noise *noise_ground;
Noise *noise_heat;
Noise *noise_humidity;
Noise *noise_heat_blend;
Noise *noise_humidity_blend;
content_t c_stone;
content_t c_water_source;
content_t c_lava_source;
@ -95,7 +90,7 @@ public:
int getSpawnLevelAtPoint(v2s16 p);
void calculateNoise();
int generateBaseTerrain();
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
MgStoneType generateBiomes();
void generateCaves(int max_stone_y);
void dustTopNodes();
};

View File

@ -64,10 +64,7 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
// 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->heatmap = NULL;
this->humidmap = NULL;
this->ridge_heightmap = new s16[csize.X * csize.Z];
MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
@ -92,15 +89,13 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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);
//// 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);
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
// TODO(hmmmm): should we have a way to disable biomemanager biomes?
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
BIOMEGEN_ORIGINAL, params->bparams, csize);
biomemap = biomegen->biomemap;
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
@ -141,14 +136,10 @@ MapgenV7::~MapgenV7()
delete noise_cave1;
delete noise_cave2;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
delete biomegen;
delete[] ridge_heightmap;
delete[] heightmap;
delete[] biomemap;
}
@ -279,12 +270,10 @@ void MapgenV7::makeChunk(BlockMakeData *data)
// Update heightmap to include mountain terrain
updateHeightmap(node_min, node_max);
// Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
// 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);
@ -384,35 +373,10 @@ void MapgenV7::calculateNoise()
// Cave noises are calculated in generateCaves()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
noise_humidity_blend->perlinMap2D(x, z);
for (s32 i = 0; i < csize.X * csize.Z; i++) {
noise_heat->result[i] += noise_heat_blend->result[i];
noise_humidity->result[i] += noise_humidity_blend->result[i];
}
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
//printf("calculateNoise: %dus\n", t.stop());
}
Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
{
float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
return bmgr->getBiome(heat, humidity, groundlevel);
}
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
@ -553,7 +517,7 @@ void MapgenV7::generateRidgeTerrain()
}
MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
MgStoneType MapgenV7::generateBiomes()
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
@ -589,7 +553,8 @@ MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome)) ||
(c == c_water_source && (air_above || !biome))) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
biome = biomegen->getBiomeAtIndex(index, y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top + biome->depth_filler
+ noise_filler_depth->result[index], 0);

View File

@ -84,11 +84,6 @@ public:
Noise *noise_cave1;
Noise *noise_cave2;
Noise *noise_heat;
Noise *noise_humidity;
Noise *noise_heat_blend;
Noise *noise_humidity_blend;
content_t c_stone;
content_t c_water_source;
content_t c_lava_source;
@ -107,7 +102,6 @@ public:
virtual void makeChunk(BlockMakeData *data);
int getSpawnLevelAtPoint(v2s16 p);
Biome *getBiomeAtPoint(v3s16 p);
float baseTerrainLevelAtPoint(s16 x, s16 z);
float baseTerrainLevelFromMap(int index);
@ -119,7 +113,7 @@ public:
int generateTerrain();
void generateRidgeTerrain();
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
MgStoneType generateBiomes();
void dustTopNodes();
void generateCaves(s16 max_stone_y);

View File

@ -68,7 +68,7 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
: Mapgen(mapgenid, params, emerge)
{
this->m_emerge = emerge;
this->bmgr = emerge->biomemgr;
this->bmgr = emerge->biomemgr;
//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
@ -77,15 +77,13 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
// 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->heatmap = NULL;
this->humidmap = NULL;
this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
g_settings->getU16("map_generation_limit"));
MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
this->spflags = sp->spflags;
this->altitude_chill = sp->altitude_chill;
@ -113,15 +111,16 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
//// Biome noise
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
//// Initialize biome generator
// NOTE: valleys mapgen can only use BiomeGenOriginal
biomegen = emerge->biomemgr->createBiomeGen(
BIOMEGEN_ORIGINAL, params->bparams, csize);
biomemap = biomegen->biomemap;
m_bgen = (BiomeGenOriginal *)biomegen;
this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
this->humidity_adjust = params->np_biome_humidity.offset - 50.f;
this->humidity_adjust = bp->np_humidity.offset - 50.f;
// a small chance of overflows if the settings are very high
this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
@ -130,8 +129,6 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
tcave_cache = new float[csize.Y + 2];
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
c_cobble = ndef->getId("mapgen_cobble");
c_desert_stone = ndef->getId("mapgen_desert_stone");
c_dirt = ndef->getId("mapgen_dirt");
@ -174,12 +171,8 @@ MapgenValleys::~MapgenValleys()
delete noise_valley_depth;
delete noise_valley_profile;
delete noise_heat;
delete noise_heat_blend;
delete noise_humidity;
delete noise_humidity_blend;
delete biomegen;
delete[] biomemap;
delete[] heightmap;
delete[] tcave_cache;
}
@ -293,14 +286,19 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
// Generate noise maps and base terrain height.
calculateNoise();
// Generate biome noises. Note this must be executed strictly before
// generateTerrain, because generateTerrain depends on intermediate
// biome-related noises.
biomegen->calcBiomeNoise(node_min);
// Generate base terrain with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
// Build biomemap
biomegen->getBiomes(heightmap);
// Actually place the biome-specific nodes
MgStoneType stone_type = generateBiomes(heatmap, humidmap);
// Place biome-specific nodes
MgStoneType stone_type = generateBiomes();
// Cave creation.
if (flags & MG_CAVES)
@ -391,10 +389,6 @@ void MapgenValleys::calculateNoise()
//TimeTaker tcn("actualNoise");
noise_filler_depth->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity_blend->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_inter_valley_slope->perlinMap2D(x, z);
noise_rivers->perlinMap2D(x, z);
noise_terrain_height->perlinMap2D(x, z);
@ -418,9 +412,8 @@ void MapgenValleys::calculateNoise()
}
for (s32 index = 0; index < csize.X * csize.Z; index++) {
noise_heat->result[index] += noise_heat_blend->result[index] + heat_offset;
noise_humidity->result[index] *= humidity_scale;
noise_humidity->result[index] += noise_humidity_blend->result[index];
m_bgen->heatmap[index] += heat_offset;
m_bgen->humidmap[index] *= humidity_scale;
}
TerrainNoise tn;
@ -450,9 +443,6 @@ void MapgenValleys::calculateNoise()
float mount = terrainLevelFromNoise(&tn);
noise_terrain_height->result[index] = mount;
}
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
}
@ -596,7 +586,7 @@ int MapgenValleys::generateTerrain()
float river_y = noise_rivers->result[index_2d];
float surface_y = noise_terrain_height->result[index_2d];
float slope = noise_inter_valley_slope->result[index_2d];
float t_heat = noise_heat->result[index_2d];
float t_heat = m_bgen->heatmap[index_2d];
heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
@ -610,7 +600,7 @@ int MapgenValleys::generateTerrain()
t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
// If humidity is low or heat is high, lower the water table.
float delta = noise_humidity->result[index_2d] - 50.f;
float delta = m_bgen->humidmap[index_2d] - 50.f;
if (delta < 0.f) {
float t_evap = (t_heat - 32.f) / evaporation;
river_y += delta * MYMAX(t_evap, 0.08f);
@ -672,7 +662,7 @@ int MapgenValleys::generateTerrain()
// Use base ground (water table) in a riverbed, to
// avoid an unnatural rise in humidity.
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
float humid = noise_humidity->result[index_2d];
float humid = m_bgen->humidmap[index_2d];
float water_depth = (t_alt - river_y) / humidity_dropoff;
humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
@ -683,7 +673,7 @@ int MapgenValleys::generateTerrain()
if (t_alt > 0.f)
humid -= alt_to_humid * t_alt / altitude_chill;
noise_humidity->result[index_2d] = humid;
m_bgen->humidmap[index_2d] = humid;
}
// Assign the heat adjusted by any changed altitudes.
@ -693,9 +683,9 @@ int MapgenValleys::generateTerrain()
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
// The altitude hasn't changed. Use the first result.
noise_heat->result[index_2d] = t_heat;
m_bgen->heatmap[index_2d] = t_heat;
else if (t_alt > 0.f)
noise_heat->result[index_2d] -= alt_to_heat * t_alt / altitude_chill;
m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
}
}
@ -703,7 +693,7 @@ int MapgenValleys::generateTerrain()
}
MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
MgStoneType MapgenValleys::generateBiomes()
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
@ -739,9 +729,9 @@ MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome))
|| ((c == c_water_source || c == c_river_water_source)
&& (air_above || !biome))) {
&& (air_above || !biome))) {
// Both heat and humidity have already been adjusted for altitude.
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
biome = biomegen->getBiomeAtIndex(index, y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top

View File

@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define MYCUBE(x) (x) * (x) * (x)
class BiomeManager;
class BiomeGenOriginal;
// Global profiler
//class Profiler;
@ -98,6 +99,7 @@ public:
private:
EmergeManager *m_emerge;
BiomeManager *bmgr;
BiomeGenOriginal *m_bgen;
int ystride;
int zstride;
@ -136,11 +138,6 @@ private:
Noise *noise_valley_depth;
Noise *noise_valley_profile;
Noise *noise_heat;
Noise *noise_heat_blend;
Noise *noise_humidity;
Noise *noise_humidity_blend;
content_t c_cobble;
content_t c_desert_stone;
content_t c_dirt;
@ -164,9 +161,7 @@ private:
float terrainLevelFromNoise(TerrainNoise *tn);
float adjustedTerrainLevelFromNoise(TerrainNoise *tn);
float humidityByTerrain(float humidity_base, float mount, float rivers, float valley);
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
MgStoneType generateBiomes();
void dustTopNodes();
void generateCaves(s16 max_stone_y);

View File

@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/numeric.h"
#include "util/mathconstants.h"
#include "porting.h"
#include "settings.h"
///////////////////////////////////////////////////////////////////////////////
@ -63,49 +64,11 @@ BiomeManager::BiomeManager(IGameDef *gamedef) :
}
BiomeManager::~BiomeManager()
{
//if (biomecache)
// delete[] biomecache;
}
// just a PoC, obviously needs optimization later on (precalculate this)
void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
float *humidity_map, s16 *height_map, u8 *biomeid_map)
{
for (s32 i = 0; i != sx * sy; i++) {
Biome *biome = getBiome(heat_map[i], humidity_map[i], height_map[i]);
biomeid_map[i] = biome->index;
}
}
Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
{
Biome *b, *biome_closest = NULL;
float dist_min = FLT_MAX;
for (size_t i = 1; i < m_objects.size(); i++) {
b = (Biome *)m_objects[i];
if (!b || y > b->y_max || y < b->y_min)
continue;
float d_heat = heat - b->heat_point;
float d_humidity = humidity - b->humidity_point;
float dist = (d_heat * d_heat) +
(d_humidity * d_humidity);
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
}
}
return biome_closest ? biome_closest : (Biome *)m_objects[0];
}
void BiomeManager::clear()
{
EmergeManager *emerge = m_gamedef->getEmergeManager();
@ -118,17 +81,153 @@ void BiomeManager::clear()
}
// Don't delete the first biome
for (size_t i = 1; i < m_objects.size(); i++) {
Biome *b = (Biome *)m_objects[i];
delete b;
}
for (size_t i = 1; i < m_objects.size(); i++)
delete (Biome *)m_objects[i];
m_objects.resize(1);
}
////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
void BiomeParamsOriginal::readParams(const Settings *settings)
{
settings->getNoiseParams("mg_biome_np_heat", np_heat);
settings->getNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
settings->getNoiseParams("mg_biome_np_humidity", np_humidity);
settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
}
void BiomeParamsOriginal::writeParams(Settings *settings) const
{
settings->setNoiseParams("mg_biome_np_heat", np_heat);
settings->setNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
settings->setNoiseParams("mg_biome_np_humidity", np_humidity);
settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
}
////////////////////////////////////////////////////////////////////////////////
BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
BiomeParamsOriginal *params, v3s16 chunksize)
{
m_bmgr = biomemgr;
m_params = params;
m_csize = chunksize;
noise_heat = new Noise(&params->np_heat,
params->seed, m_csize.X, m_csize.Z);
noise_humidity = new Noise(&params->np_humidity,
params->seed, m_csize.X, m_csize.Z);
noise_heat_blend = new Noise(&params->np_heat_blend,
params->seed, m_csize.X, m_csize.Z);
noise_humidity_blend = new Noise(&params->np_humidity_blend,
params->seed, m_csize.X, m_csize.Z);
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
biomemap = new u8[m_csize.X * m_csize.Z];
}
BiomeGenOriginal::~BiomeGenOriginal()
{
delete []biomemap;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
}
Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
{
float heat =
NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
float humidity =
NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
return calcBiomeFromNoise(heat, humidity, pos.Y);
}
void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
{
m_pmin = pmin;
noise_heat->perlinMap2D(pmin.X, pmin.Z);
noise_humidity->perlinMap2D(pmin.X, pmin.Z);
noise_heat_blend->perlinMap2D(pmin.X, pmin.Z);
noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z);
for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) {
noise_heat->result[i] += noise_heat_blend->result[i];
noise_humidity->result[i] += noise_humidity_blend->result[i];
}
}
u8 *BiomeGenOriginal::getBiomes(s16 *heightmap)
{
for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) {
Biome *biome = calcBiomeFromNoise(
noise_heat->result[i],
noise_humidity->result[i],
heightmap[i]);
biomemap[i] = biome->index;
}
return biomemap;
}
Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
{
return getBiomeAtIndex(
(pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
pos.Y);
}
Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
{
return calcBiomeFromNoise(
noise_heat->result[index],
noise_humidity->result[index],
y);
}
Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const
{
Biome *b, *biome_closest = NULL;
float dist_min = FLT_MAX;
for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
b = (Biome *)m_bmgr->getRaw(i);
if (!b || y > b->y_max || y < b->y_min)
continue;
float d_heat = heat - b->heat_point;
float d_humidity = humidity - b->humidity_point;
float dist = (d_heat * d_heat) +
(d_humidity * d_humidity);
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
}
}
return biome_closest ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
}
////////////////////////////////////////////////////////////////////////////////
void Biome::resolveNodeNames()
{

View File

@ -22,6 +22,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "objdef.h"
#include "nodedef.h"
#include "noise.h"
class Settings;
class BiomeManager;
////
//// Biome
////
#define BIOME_NONE ((u8)0)
enum BiomeType
{
@ -56,10 +66,122 @@ public:
virtual void resolveNodeNames();
};
////
//// BiomeGen
////
enum BiomeGenType {
BIOMEGEN_ORIGINAL,
};
struct BiomeParams {
virtual void readParams(const Settings *settings) = 0;
virtual void writeParams(Settings *settings) const = 0;
virtual ~BiomeParams() {}
int seed;
};
class BiomeGen {
public:
virtual ~BiomeGen() {}
virtual BiomeGenType getType() const = 0;
// Calculates the biome at the exact position provided. This function can
// be called at any time, but may be less efficient than the latter methods,
// depending on implementation.
virtual Biome *calcBiomeAtPoint(v3s16 pos) const = 0;
// Computes any intermediate results needed for biome generation. Must be
// called before using any of: getBiomes, getBiomeAtPoint, or getBiomeAtIndex.
// Calling this invalidates the previous results stored in biomemap.
virtual void calcBiomeNoise(v3s16 pmin) = 0;
// Gets all biomes in current chunk using each corresponding element of
// heightmap as the y position, then stores the results by biome index in
// biomemap (also returned)
virtual u8 *getBiomes(s16 *heightmap) = 0;
// Gets a single biome at the specified position, which must be contained
// in the region formed by m_pmin and (m_pmin + m_csize - 1).
virtual Biome *getBiomeAtPoint(v3s16 pos) const = 0;
// Same as above, but uses a raw numeric index correlating to the (x,z) position.
virtual Biome *getBiomeAtIndex(size_t index, s16 y) const = 0;
// Result of calcBiomes bulk computation.
u8 *biomemap;
protected:
BiomeManager *m_bmgr;
v3s16 m_pmin;
v3s16 m_csize;
};
////
//// BiomeGen implementations
////
//
// Original biome algorithm (Whittaker's classification + surface height)
//
struct BiomeParamsOriginal : public BiomeParams {
BiomeParamsOriginal() :
np_heat(50, 50, v3f(750.0, 750.0, 750.0), 5349, 3, 0.5, 2.0),
np_humidity(50, 50, v3f(750.0, 750.0, 750.0), 842, 3, 0.5, 2.0),
np_heat_blend(0, 1.5, v3f(8.0, 8.0, 8.0), 13, 2, 1.0, 2.0),
np_humidity_blend(0, 1.5, v3f(8.0, 8.0, 8.0), 90003, 2, 1.0, 2.0)
{
}
virtual void readParams(const Settings *settings);
virtual void writeParams(Settings *settings) const;
NoiseParams np_heat;
NoiseParams np_humidity;
NoiseParams np_heat_blend;
NoiseParams np_humidity_blend;
};
class BiomeGenOriginal : public BiomeGen {
public:
BiomeGenOriginal(BiomeManager *biomemgr,
BiomeParamsOriginal *params, v3s16 chunksize);
virtual ~BiomeGenOriginal();
BiomeGenType getType() const { return BIOMEGEN_ORIGINAL; }
Biome *calcBiomeAtPoint(v3s16 pos) const;
void calcBiomeNoise(v3s16 pmin);
u8 *getBiomes(s16 *heightmap);
Biome *getBiomeAtPoint(v3s16 pos) const;
Biome *getBiomeAtIndex(size_t index, s16 y) const;
Biome *calcBiomeFromNoise(float heat, float humidity, s16 y) const;
float *heatmap;
float *humidmap;
private:
BiomeParamsOriginal *m_params;
Noise *noise_heat;
Noise *noise_humidity;
Noise *noise_heat_blend;
Noise *noise_humidity_blend;
};
////
//// BiomeManager
////
class BiomeManager : public ObjDefManager {
public:
static const char *OBJECT_TITLE;
BiomeManager(IGameDef *gamedef);
virtual ~BiomeManager();
@ -73,15 +195,36 @@ public:
return new Biome;
}
BiomeGen *createBiomeGen(BiomeGenType type, BiomeParams *params, v3s16 chunksize)
{
switch (type) {
case BIOMEGEN_ORIGINAL:
return new BiomeGenOriginal(this,
(BiomeParamsOriginal *)params, chunksize);
default:
return NULL;
}
}
static BiomeParams *createBiomeParams(BiomeGenType type)
{
switch (type) {
case BIOMEGEN_ORIGINAL:
return new BiomeParamsOriginal;
default:
return NULL;
}
}
virtual void clear();
void calcBiomes(s16 sx, s16 sy, float *heat_map, float *humidity_map,
s16 *height_map, u8 *biomeid_map);
Biome *getBiome(float heat, float humidity, s16 y);
// Looks for pos in the biome cache, and if non-existent, looks up by noise
u8 getBiomeAtPoint(v3s16 pos);
private:
IGameDef *m_gamedef;
};
#endif
#endif

View File

@ -528,24 +528,26 @@ int ModApiMapgen::l_get_mapgen_object(lua_State *L)
return 1;
}
case MGOBJ_BIOMEMAP: {
if (!mg->biomemap)
if (!mg->biomegen)
return 0;
lua_newtable(L);
for (size_t i = 0; i != maplen; i++) {
lua_pushinteger(L, mg->biomemap[i]);
lua_pushinteger(L, mg->biomegen->biomemap[i]);
lua_rawseti(L, -2, i + 1);
}
return 1;
}
case MGOBJ_HEATMAP: {
if (!mg->heatmap)
if (!mg->biomegen || mg->biomegen->getType() != BIOMEGEN_ORIGINAL)
return 0;
BiomeGenOriginal *bg = (BiomeGenOriginal *)mg->biomegen;
lua_newtable(L);
for (size_t i = 0; i != maplen; i++) {
lua_pushnumber(L, mg->heatmap[i]);
lua_pushnumber(L, bg->heatmap[i]);
lua_rawseti(L, -2, i + 1);
}
@ -553,12 +555,14 @@ int ModApiMapgen::l_get_mapgen_object(lua_State *L)
}
case MGOBJ_HUMIDMAP: {
if (!mg->humidmap)
if (!mg->biomegen || mg->biomegen->getType() != BIOMEGEN_ORIGINAL)
return 0;
BiomeGenOriginal *bg = (BiomeGenOriginal *)mg->biomegen;
lua_newtable(L);
for (size_t i = 0; i != maplen; i++) {
lua_pushnumber(L, mg->humidmap[i]);
lua_pushnumber(L, bg->humidmap[i]);
lua_rawseti(L, -2, i + 1);
}