From 0a8af8814787654dcbe0459a28255586fbfa3bd1 Mon Sep 17 00:00:00 2001 From: paramat Date: Sun, 31 Jan 2016 04:23:46 +0000 Subject: Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves Tunnel 3D noises are only calculated when solid terrain is present in mapchunk, avoiding large amounts of unnecessary calculations Change 'int' to 's16' in calculateNoise Change 'i' to 'vi' for voxelmanip indexes for consistency Keep 'u32 index3d' local to a smaller part of tunnel code Mgv7: Don't call CaveV7 if no solid terrain in mapchunk Give 'open' bool a more descriptive name --- src/mapgen_v5.cpp | 60 ++++++++++++++++++++++++++++--------------------------- 1 file changed, 31 insertions(+), 29 deletions(-) (limited to 'src/mapgen_v5.cpp') diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index 48b717292..06e5f1ca6 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -322,18 +322,16 @@ void MapgenV5::makeChunk(BlockMakeData *data) void MapgenV5::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 y = node_min.Y - 1; + s16 z = node_min.Z; noise_factor->perlinMap2D(x, z); noise_height->perlinMap2D(x, z); noise_ground->perlinMap3D(x, y, 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); @@ -377,9 +375,9 @@ int MapgenV5::generateBaseTerrain() 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 i = vm->m_area.index(node_min.X, y, z); - for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) { - if (vm->m_data[i].getContent() != CONTENT_IGNORE) + u32 vi = vm->m_area.index(node_min.X, y, z); + for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) { + if (vm->m_data[vi].getContent() != CONTENT_IGNORE) continue; float f = 0.55 + noise_factor->result[index2d]; @@ -391,11 +389,11 @@ int MapgenV5::generateBaseTerrain() if (noise_ground->result[index] * f < y - h) { if (y <= water_level) - vm->m_data[i] = MapNode(c_water_source); + vm->m_data[vi] = MapNode(c_water_source); else - vm->m_data[i] = MapNode(CONTENT_AIR); + vm->m_data[vi] = MapNode(CONTENT_AIR); } else { - vm->m_data[i] = MapNode(c_stone); + vm->m_data[vi] = MapNode(c_stone); if (y > stone_surface_max_y) stone_surface_max_y = y; } @@ -508,22 +506,26 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map) void MapgenV5::generateCaves(int max_stone_y) { - if (max_stone_y >= node_min.Y) { - 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 i = vm->m_area.index(node_min.X, y, z); - for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) { - 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[i].getContent(); - if (!ndef->get(c).is_ground_content || c == CONTENT_AIR) - continue; - - vm->m_data[i] = MapNode(CONTENT_AIR); - } + 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++) { + 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); } } } -- cgit v1.2.3