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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
This commit is contained in:
paramat 2016-04-02 02:05:08 +01:00
parent c3993f6604
commit 465bb6f5d1
8 changed files with 162 additions and 148 deletions

View file

@ -58,7 +58,8 @@ MapgenFlat::MapgenFlat(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];
@ -80,8 +81,9 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
//// 3D noise
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);
@ -566,19 +568,19 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
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 +
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]);
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;
// 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 ||