From 0a8af8814787654dcbe0459a28255586fbfa3bd1 Mon Sep 17 00:00:00 2001 From: paramat Date: Sun, 31 Jan 2016 04:23:46 +0000 Subject: Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves Tunnel 3D noises are only calculated when solid terrain is present in mapchunk, avoiding large amounts of unnecessary calculations Change 'int' to 's16' in calculateNoise Change 'i' to 'vi' for voxelmanip indexes for consistency Keep 'u32 index3d' local to a smaller part of tunnel code Mgv7: Don't call CaveV7 if no solid terrain in mapchunk Give 'open' bool a more descriptive name --- src/mapgen_v7.cpp | 103 ++++++++++++++++++++++++++++-------------------------- 1 file changed, 53 insertions(+), 50 deletions(-) (limited to 'src/mapgen_v7.cpp') diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 1e4815486..aec00b938 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -345,9 +345,9 @@ void MapgenV7::makeChunk(BlockMakeData *data) void MapgenV7::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - int x = node_min.X; - int y = node_min.Y - 1; - int z = node_min.Z; + s16 x = node_min.X; + s16 y = node_min.Y - 1; + s16 z = node_min.Z; noise_terrain_persist->perlinMap2D(x, z); float *persistmap = noise_terrain_persist->result; @@ -356,17 +356,16 @@ void MapgenV7::calculateNoise() noise_terrain_alt->perlinMap2D(x, z, persistmap); noise_height_select->perlinMap2D(x, z); - if (flags & MG_CAVES) { - noise_cave1->perlinMap3D(x, y, z); - noise_cave2->perlinMap3D(x, y, z); - } - if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) { noise_ridge->perlinMap3D(x, y, z); noise_ridge_uwater->perlinMap2D(x, z); } + // Cave noises are calculated in generateCaves() + // only if solid terrain is present in mapchunk + // Mountain noises are calculated in generateMountainTerrain() + // only if solid terrain surface dips into mapchunk noise_filler_depth->perlinMap2D(x, z); noise_heat->perlinMap2D(x, z); @@ -527,17 +526,17 @@ void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_ if (surface_y > surface_max_y) surface_max_y = surface_y; - u32 i = vm->m_area.index(x, node_min.Y - 1, z); + u32 vi = vm->m_area.index(x, node_min.Y - 1, z); for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { - if (vm->m_data[i].getContent() == CONTENT_IGNORE) { + if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { if (y <= surface_y) - vm->m_data[i] = n_stone; + vm->m_data[vi] = n_stone; else if (y <= water_level) - vm->m_data[i] = n_water; + vm->m_data[vi] = n_water; else - vm->m_data[i] = n_air; + vm->m_data[vi] = n_air; } - vm->m_area.add_y(em, i, 1); + vm->m_area.add_y(em, vi, 1); } } @@ -585,7 +584,7 @@ void MapgenV7::generateRidgeTerrain() MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); u32 index = 0; - float width = 0.2; // TODO: figure out acceptable perlin noise values + 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++) { @@ -862,41 +861,45 @@ void MapgenV7::addTopNodes() void MapgenV7::generateCaves(s16 max_stone_y) { - if (max_stone_y >= node_min.Y) { - v3s16 em = vm->m_area.getExtent(); - u32 index2d = 0; - u32 index3d; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { - bool open = false; // Is column open to overground - u32 vi = vm->m_area.index(x, node_max.Y + 1, z); - 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)) { - content_t c = vm->m_data[vi].getContent(); - if (c == CONTENT_AIR || c == biome->c_water_top || - c == biome->c_water) { - 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); - } else if (open && (c == biome->c_filler || c == biome->c_stone)) { - // Tunnel entrance floor - vm->m_data[vi] = MapNode(biome->c_top); - open = false; - } else { - open = false; - } + 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 + 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)) { + 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); + } else if (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; + } else { + column_is_open = false; } } } -- cgit v1.2.3