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authorparamat <mat.gregory@virginmedia.com>2016-04-02 02:05:08 +0100
committerparamat <mat.gregory@virginmedia.com>2016-04-08 03:14:36 +0100
commit465bb6f5d13803819f329e4920bceb25a3887c6f (patch)
tree3e089079bc907e95fa0ae8c505ff4e93459f47e4 /src/mapgen_v7.cpp
parentc3993f6604a646b42c1586219c471acb6d9895c6 (diff)
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Mapgen: Optimise cave noises and tunnel excavation
Instead of doing nothing at node_max.Y + 1 use 1-down overgeneration for tunnel generation and noisemaps Move some old unused code in mgv7 to end of file
Diffstat (limited to 'src/mapgen_v7.cpp')
-rw-r--r--src/mapgen_v7.cpp219
1 files changed, 113 insertions, 106 deletions
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp
index 42fbe4423..54abba145 100644
--- a/src/mapgen_v7.cpp
+++ b/src/mapgen_v7.cpp
@@ -59,7 +59,8 @@ MapgenV7::MapgenV7(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;
- this->zstride = csize.X * (csize.Y + 2);
+ // 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];
@@ -80,10 +81,12 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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);
- 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);
+ // 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);
//// Biome noise
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
@@ -199,7 +202,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
}
-///////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
@@ -451,41 +454,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
}
-#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
-
-
int MapgenV7::generateTerrain()
{
s16 stone_surface_min_y;
@@ -765,6 +733,112 @@ void MapgenV7::dustTopNodes()
}
+void MapgenV7::generateCaves(s16 max_stone_y)
+{
+ 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);
+
+ 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
+ // Indexes at column top (node_max.Y)
+ 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 > 0.3f && ndef->get(c).is_ground_content) {
+ // In tunnel and ground content, excavate
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ is_tunnel = true;
+ } else 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;
+ } else {
+ column_is_open = false;
+ is_tunnel = false;
+ }
+ }
+ }
+
+ if (node_min.Y >= water_level)
+ return;
+
+ PseudoRandom ps(blockseed + 21343);
+ u32 bruises_count = ps.range(0, 2);
+ for (u32 i = 0; i < bruises_count; i++) {
+ CaveV7 cave(this, &ps);
+ cave.makeCave(node_min, node_max, max_stone_y);
+ }
+}
+
+
+///////////////////////////////////////////////////////////////
+
+
+#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()
{
@@ -859,70 +933,3 @@ void MapgenV7::addTopNodes()
}
}
#endif
-
-
-void MapgenV7::generateCaves(s16 max_stone_y)
-{
- 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);
-
- 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 + 1, z);
- u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
- (x - node_min.X);
- // Biome of column
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
-
- for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
- y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
- // 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.
- if (y > node_max.Y)
- continue;
-
- 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 > 0.3f && ndef->get(c).is_ground_content) {
- // In tunnel and ground content, excavate
- vm->m_data[vi] = MapNode(CONTENT_AIR);
- is_tunnel = true;
- } else 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;
- } else {
- column_is_open = false;
- is_tunnel = false;
- }
- }
- }
-
- if (node_min.Y >= water_level)
- return;
-
- PseudoRandom ps(blockseed + 21343);
- u32 bruises_count = ps.range(0, 2);
- for (u32 i = 0; i < bruises_count; i++) {
- CaveV7 cave(this, &ps);
- cave.makeCave(node_min, node_max, max_stone_y);
- }
-}