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Mapgen: Remove calculateNoise from most mapgens

This commit moves noise calculation to the functions where the noise is
actually required, increasing the separation of concerns and level of
interdependency for each mapgen method.  Valleys Mapgen is left unmodified.
This commit is contained in:
kwolekr 2016-05-20 03:37:31 -04:00
parent c5968049bb
commit 0df5c01a8c
10 changed files with 31 additions and 111 deletions

View file

@ -227,9 +227,6 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
blockseed = getBlockSeed2(full_node_min, seed);
// Make some noise
calculateNoise();
// Generate base terrain, mountains, and ridges with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
@ -312,24 +309,6 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
}
void MapgenFlat::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
s16 x = node_min.X;
s16 z = node_min.Z;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
noise_terrain->perlinMap2D(x, z);
// Cave noises are calculated in generateCaves()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
//printf("calculateNoise: %dus\n", t.stop());
}
s16 MapgenFlat::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
@ -340,13 +319,14 @@ s16 MapgenFlat::generateTerrain()
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 ni2d = 0;
bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
if (use_noise)
noise_terrain->perlinMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
s16 stone_level = ground_level;
float n_terrain = 0.0f;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
n_terrain = noise_terrain->result[ni2d];
float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
s16 depress = (lake_threshold - n_terrain) * lake_steepness;