Mgv5: Optimise tunnels, add biome material in entrances
authorparamat <mat.gregory@virginmedia.com>
Sat, 9 Apr 2016 02:03:46 +0000 (03:03 +0100)
committerparamat <mat.gregory@virginmedia.com>
Tue, 12 Apr 2016 03:16:15 +0000 (04:16 +0100)
Place biome top node on tunnel entrance floor
Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps

src/mapgen_v5.cpp
src/mapgen_v5.h

index e9b1b58b3599686ec1619b74d60ff17e75bfb415..5ae2568ae4f7ee8d85685597a8128db355ec3ed0 100644 (file)
@@ -54,7 +54,8 @@ MapgenV5::MapgenV5(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];
@@ -70,9 +71,11 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
 
        // 3D terrain 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-up 1-down overgeneration
        noise_ground = new Noise(&sp->np_ground, 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);
@@ -505,50 +508,6 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
 }
 
 
-void MapgenV5::generateCaves(int max_stone_y)
-{
-       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);
-
-       u32 index = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-               u32 vi = vm->m_area.index(node_min.X, y, z);
-               for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
-                       // 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;
-
-                       float d1 = contour(noise_cave1->result[index]);
-                       float d2 = contour(noise_cave2->result[index]);
-                       if (d1 * d2 > 0.125f) {
-                               content_t c = vm->m_data[vi].getContent();
-                               if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
-                                       continue;
-
-                               vm->m_data[vi] = MapNode(CONTENT_AIR);
-                       }
-               }
-       }
-
-       if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
-               return;
-
-       PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = ps.range(0, 2);
-       for (u32 i = 0; i < bruises_count; i++) {
-               CaveV5 cave(this, &ps);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-}
-
-
 void MapgenV5::dustTopNodes()
 {
        if (node_max.Y < water_level)
@@ -597,3 +556,72 @@ void MapgenV5::dustTopNodes()
                }
        }
 }
+
+
+void MapgenV5::generateCaves(int max_stone_y)
+{
+       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
+               bool is_tunnel = false;  // Is tunnel or tunnel floor
+               // Indexes at column top (node_max.Y)
+               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]);
+
+               // 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 ||
+                                       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 > 0.125f && ndef->get(c).is_ground_content) {
+                               // In tunnel and ground content, excavate
+                               vm->m_data[vi] = MapNode(CONTENT_AIR);
+                               is_tunnel = true;
+                       } else {
+                               // Not in tunnel or not ground content
+                               if (is_tunnel && 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;
+                               is_tunnel = false;
+                       }
+               }
+       }
+
+       if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
+               return;
+
+       PseudoRandom ps(blockseed + 21343);
+       u32 bruises_count = ps.range(0, 2);
+       for (u32 i = 0; i < bruises_count; i++) {
+               CaveV5 cave(this, &ps);
+               cave.makeCave(node_min, node_max, max_stone_y);
+       }
+}
index 44a06907da0ac25814a0d89f4bada63d90f3d68b..8047f225f59297108c45c484196da7580f77404d 100644 (file)
@@ -53,7 +53,7 @@ public:
        BiomeManager *bmgr;
 
        int ystride;
-       int zstride;
+       int zstride_1d;
        u32 spflags;
 
        v3s16 node_min;