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Move biome calculation to BiomeGen

BiomeGen defines an interface that, given a set of BiomeParams, computes biomes
for a given area using the algorithm implemented by that specific BiomeGen.
This abstracts away the old system where each mapgen supplied the noises
required for biome generation.
This commit is contained in:
kwolekr 2016-04-28 03:43:09 -04:00
parent fa6b21a15b
commit 76f4856479
16 changed files with 421 additions and 304 deletions

View file

@ -59,10 +59,7 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
// 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];
this->heatmap = NULL;
this->humidmap = NULL;
MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
@ -87,18 +84,15 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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);
noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
BIOMEGEN_ORIGINAL, params->bparams, csize);
biomemap = biomegen->biomemap;
this->formula = fractal / 2 + fractal % 2;
this->julia = fractal % 2 == 0;
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
@ -132,13 +126,9 @@ MapgenFractal::~MapgenFractal()
delete noise_cave1;
delete noise_cave2;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
delete biomegen;
delete[] heightmap;
delete[] biomemap;
}
@ -217,7 +207,7 @@ int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
s16 search_start = MYMAX(seabed_level, water_level + 1);
if (seabed_level > water_level)
solid_below = true;
for (s16 y = search_start; y <= search_start + 128; y++) {
if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
solid_below = true;
@ -268,12 +258,10 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
// Create heightmap
updateHeightmap(node_min, node_max);
// Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
biomegen->getBiomes(heightmap);
MgStoneType stone_type = generateBiomes();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y);
@ -358,18 +346,7 @@ void MapgenFractal::calculateNoise()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
noise_humidity_blend->perlinMap2D(x, z);
for (s32 i = 0; i < csize.X * csize.Z; i++) {
noise_heat->result[i] += noise_heat_blend->result[i];
noise_humidity->result[i] += noise_humidity_blend->result[i];
}
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
//printf("calculateNoise: %dus\n", t.stop());
}
@ -530,7 +507,7 @@ s16 MapgenFractal::generateTerrain()
}
MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
MgStoneType MapgenFractal::generateBiomes()
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
@ -567,7 +544,8 @@ MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome)) ||
(c == c_water_source && (air_above || !biome))) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
biome = biomegen->getBiomeAtIndex(index, y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top + biome->depth_filler
+ noise_filler_depth->result[index], 0);