Mgv7: Combine mountain terrain generation with base terrain generation
authorparamat <mat.gregory@virginmedia.com>
Sat, 16 Apr 2016 22:20:20 +0000 (23:20 +0100)
committerparamat <mat.gregory@virginmedia.com>
Wed, 20 Apr 2016 05:51:20 +0000 (06:51 +0100)
Previous mountain terrain generation was by necessity placing
stone in air, this was removing air from any overgenerated
structures such as tunnels, dungeons and large caves
Moving it into the base terrain generation loop ensures that
only 'ignore' is replaced

generateRidgeTerrain: only return if node_max.Y < water_level - 16
Previously, if water level was set a few nodes above a mapchunk
border the river channel was only partially excavated

src/mapgen_v7.cpp
src/mapgen_v7.h

index 069c341199c69b49d9c91e8b7887f825bd0cca1a..162bf068f492d29991f1cf3e222728fddec7369b 100644 (file)
@@ -59,6 +59,8 @@ MapgenV7::MapgenV7(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;
+       // 1-up 1-down overgeneration
+       this->zstride_1u1d = csize.X * (csize.Y + 2);
        // 1-down overgeneration
        this->zstride_1d = csize.X * (csize.Y + 1);
 
@@ -263,10 +265,13 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        // Make some noise
        calculateNoise();
 
-       // Generate base terrain, mountains, and ridges with initial heightmaps
+       // Generate terrain and ridges with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
-       // Create heightmap
+       if (spflags & MGV7_RIDGES)
+               generateRidgeTerrain();
+
+       // Update heightmap to include mountain terrain
        updateHeightmap(node_min, node_max);
 
        // Create biomemap at heightmap surface
@@ -361,6 +366,11 @@ void MapgenV7::calculateNoise()
        noise_terrain_alt->perlinMap2D(x, z, persistmap);
        noise_height_select->perlinMap2D(x, z);
 
+       if (spflags & MGV7_MOUNTAINS) {
+               noise_mountain->perlinMap3D(x, y, z);
+               noise_mount_height->perlinMap2D(x, z);
+       }
+
        if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
                noise_ridge->perlinMap3D(x, y, z);
                noise_ridge_uwater->perlinMap2D(x, z);
@@ -369,9 +379,6 @@ void MapgenV7::calculateNoise()
        // Cave noises are calculated in generateCaves()
        // only if solid terrain is present in mapchunk
 
-       // Mountain noises are calculated in generateMountainTerrain()
-       // only if solid terrain surface dips into mapchunk
-
        noise_filler_depth->perlinMap2D(x, z);
        noise_heat->perlinMap2D(x, z);
        noise_humidity->perlinMap2D(x, z);
@@ -400,7 +407,7 @@ Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
        return bmgr->getBiome(heat, humidity, groundlevel);
 }
 
-//needs to be updated
+
 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
 {
        float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
@@ -455,100 +462,55 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
 
 
 int MapgenV7::generateTerrain()
-{
-       s16 stone_surface_min_y;
-       s16 stone_surface_max_y;
-
-       generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
-
-       if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
-               stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
-
-       if (spflags & MGV7_RIDGES)
-               generateRidgeTerrain();
-
-       return stone_surface_max_y;
-}
-
-
-void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
 {
        MapNode n_air(CONTENT_AIR);
        MapNode n_stone(c_stone);
        MapNode n_water(c_water_source);
 
        v3s16 em = vm->m_area.getExtent();
-       s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
-       s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
-       u32 index = 0;
+       s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+       u32 index2d = 0;
+       bool mountain_flag = spflags & MGV7_MOUNTAINS;
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               float surface_height = baseTerrainLevelFromMap(index);
-               s16 surface_y = (s16)surface_height;
-
-               heightmap[index]       = surface_y;
-               ridge_heightmap[index] = surface_y;
-
-               if (surface_y < surface_min_y)
-                       surface_min_y = surface_y;
+       for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+               s16 surface_y = baseTerrainLevelFromMap(index2d);
+               heightmap[index2d]       = surface_y;  // Create base terrain heightmap
+               ridge_heightmap[index2d] = surface_y;
 
-               if (surface_y > surface_max_y)
-                       surface_max_y = surface_y;
+               if (surface_y > stone_surface_max_y)
+                       stone_surface_max_y = surface_y;
 
                u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
+               u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
+
                for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
                        if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
-                               if (y <= surface_y)
-                                       vm->m_data[vi] = n_stone;
-                               else if (y <= water_level)
+                               if (y <= surface_y) {
+                                       vm->m_data[vi] = n_stone;  // Base terrain
+                               } else if (mountain_flag &&
+                                               getMountainTerrainFromMap(index3d, index2d, y)) {
+                                       vm->m_data[vi] = n_stone;  // Mountain terrain
+                                       if (y > stone_surface_max_y)
+                                               stone_surface_max_y = y;
+                               } else if (y <= water_level) {
                                        vm->m_data[vi] = n_water;
-                               else
+                               } else {
                                        vm->m_data[vi] = n_air;
+                               }
                        }
                        vm->m_area.add_y(em, vi, 1);
+                       index3d += ystride;
                }
        }
 
-       *stone_surface_min_y = surface_min_y;
-       *stone_surface_max_y = surface_max_y;
-}
-
-
-int MapgenV7::generateMountainTerrain(s16 ymax)
-{
-       noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
-       noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
-
-       MapNode n_stone(c_stone);
-       u32 j = 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++) {
-                       int index = (z - node_min.Z) * csize.X + (x - node_min.X);
-                       content_t c = vm->m_data[vi].getContent();
-
-                       if (getMountainTerrainFromMap(j, index, y)
-                                       && (c == CONTENT_AIR || c == c_water_source)) {
-                               vm->m_data[vi] = n_stone;
-                               if (y > ymax)
-                                       ymax = y;
-                       }
-
-                       vi++;
-                       j++;
-               }
-       }
-
-       return ymax;
+       return stone_surface_max_y;
 }
 
 
 void MapgenV7::generateRidgeTerrain()
 {
-       if (node_max.Y < water_level)
+       if (node_max.Y < water_level - 16)
                return;
 
        MapNode n_water(c_water_source);
@@ -562,7 +524,7 @@ void MapgenV7::generateRidgeTerrain()
                for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
                        int j = (z - node_min.Z) * csize.X + (x - node_min.X);
 
-                       if (heightmap[j] < water_level - 16)
+                       if (heightmap[j] < water_level - 16)  // Use base terrain heightmap
                                continue;
 
                        float uwatern = noise_ridge_uwater->result[j] * 2;
@@ -805,6 +767,36 @@ void MapgenV7::generateCaves(s16 max_stone_y)
 ///////////////////////////////////////////////////////////////
 
 
+#if 0
+int MapgenV7::generateMountainTerrain(s16 ymax)
+{
+       MapNode n_stone(c_stone);
+       u32 j = 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++) {
+                       int index = (z - node_min.Z) * csize.X + (x - node_min.X);
+                       content_t c = vm->m_data[vi].getContent();
+
+                       if (getMountainTerrainFromMap(j, index, y)
+                                       && (c == CONTENT_AIR || c == c_water_source)) {
+                               vm->m_data[vi] = n_stone;
+                               if (y > ymax)
+                                       ymax = y;
+                       }
+
+                       vi++;
+                       j++;
+               }
+       }
+
+       return ymax;
+}
+#endif
+
+
 #if 0
 void MapgenV7::carveRivers() {
        MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
index 9fdecf5924045cd8c9ec2b9b450f7016ec11cd95..57cb55a8ad647659328d2dfee4320f73d346f9f1 100644 (file)
@@ -59,6 +59,7 @@ public:
        BiomeManager *bmgr;
 
        int ystride;
+       int zstride_1u1d;
        int zstride_1d;
        u32 spflags;
 
@@ -113,16 +114,12 @@ public:
 
        void calculateNoise();
 
-       virtual int generateTerrain();
-       void generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y);
-       int generateMountainTerrain(s16 ymax);
+       int generateTerrain();
        void generateRidgeTerrain();
 
        MgStoneType generateBiomes(float *heat_map, float *humidity_map);
        void dustTopNodes();
 
-       //void addTopNodes();
-
        void generateCaves(s16 max_stone_y);
 };