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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.
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c5968049bb
commit
0df5c01a8c
10 changed files with 31 additions and 111 deletions
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@ -252,9 +252,6 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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blockseed = getBlockSeed2(full_node_min, seed);
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// Make some noise
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calculateNoise();
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// Generate terrain and ridges with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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@ -340,37 +337,6 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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}
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void MapgenV7::calculateNoise()
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{
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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s16 x = node_min.X;
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s16 y = node_min.Y - 1;
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s16 z = node_min.Z;
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noise_terrain_persist->perlinMap2D(x, z);
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float *persistmap = noise_terrain_persist->result;
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noise_terrain_base->perlinMap2D(x, z, persistmap);
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noise_terrain_alt->perlinMap2D(x, z, persistmap);
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noise_height_select->perlinMap2D(x, z);
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if (spflags & MGV7_MOUNTAINS) {
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noise_mountain->perlinMap3D(x, y, z);
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noise_mount_height->perlinMap2D(x, z);
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}
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if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
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noise_ridge->perlinMap3D(x, y, z);
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noise_ridge_uwater->perlinMap2D(x, z);
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}
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// Cave noises are calculated in generateCaves()
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// only if solid terrain is present in mapchunk
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//printf("calculateNoise: %dus\n", t.stop());
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}
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float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
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{
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float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
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@ -430,10 +396,23 @@ int MapgenV7::generateTerrain()
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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//// Calculate noise for terrain generation
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noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
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float *persistmap = noise_terrain_persist->result;
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noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
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noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
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noise_height_select->perlinMap2D(node_min.X, node_min.Z);
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if (spflags & MGV7_MOUNTAINS) {
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noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
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}
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//// Place nodes
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v3s16 em = vm->m_area.getExtent();
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s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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u32 index2d = 0;
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bool mountain_flag = spflags & MGV7_MOUNTAINS;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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@ -450,7 +429,7 @@ int MapgenV7::generateTerrain()
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if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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if (y <= surface_y) {
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vm->m_data[vi] = n_stone; // Base terrain
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} else if (mountain_flag &&
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} else if ((spflags & MGV7_MOUNTAINS) &&
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getMountainTerrainFromMap(index3d, index2d, y)) {
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vm->m_data[vi] = n_stone; // Mountain terrain
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if (y > stone_surface_max_y)
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@ -475,6 +454,9 @@ void MapgenV7::generateRidgeTerrain()
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if (node_max.Y < water_level - 16)
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return;
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noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
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MapNode n_water(c_water_source);
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MapNode n_air(CONTENT_AIR);
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u32 index = 0;
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