Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves
[oweals/minetest.git] / src / mapgen_fractal.cpp
index 5c0d283ecf7745fee11fcc2cfb3a1ddb3bf936b4..9cb682a911d04402862014af4ea6947ba03f1d2a 100644 (file)
@@ -339,18 +339,15 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
 void MapgenFractal::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 z = node_min.Z;
 
        noise_seabed->perlinMap2D(x, z);
-       noise_filler_depth->perlinMap2D(x, z);
 
-       if (flags & MG_CAVES) {
-               noise_cave1->perlinMap3D(x, y, z);
-               noise_cave2->perlinMap3D(x, y, z);
-       }
+       // Cave noises are calculated in generateCaves()
+       // 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);
@@ -673,41 +670,45 @@ void MapgenFractal::dustTopNodes()
 
 void MapgenFractal::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;
                        }
                }
        }