diff --git a/src/mapgen_flat.cpp b/src/mapgen_flat.cpp index 7a5302df0..ecfbe49ba 100644 --- a/src/mapgen_flat.cpp +++ b/src/mapgen_flat.cpp @@ -58,7 +58,8 @@ MapgenFlat::MapgenFlat(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]; @@ -80,8 +81,9 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); //// 3D 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-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(¶ms->np_biome_heat, seed, csize.X, csize.Z); @@ -566,19 +568,19 @@ void MapgenFlat::generateCaves(s16 max_stone_y) 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 - u32 vi = vm->m_area.index(x, node_max.Y + 1, z); - u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + + 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]); - for (s16 y = node_max.Y + 1; y >= node_min.Y - 1; - y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) { - // 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; + // 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 || diff --git a/src/mapgen_flat.h b/src/mapgen_flat.h index 282e42975..8ddfe708f 100644 --- a/src/mapgen_flat.h +++ b/src/mapgen_flat.h @@ -60,7 +60,7 @@ public: BiomeManager *bmgr; int ystride; - int zstride; + int zstride_1d; u32 spflags; v3s16 node_min; diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp index 0430f92ff..810645abb 100644 --- a/src/mapgen_fractal.cpp +++ b/src/mapgen_fractal.cpp @@ -56,7 +56,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager * //// 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]; @@ -85,8 +86,9 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager * noise_filler_depth = new Noise(&sp->np_filler_depth, 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-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(¶ms->np_biome_heat, seed, csize.X, csize.Z); @@ -694,19 +696,19 @@ void MapgenFractal::generateCaves(s16 max_stone_y) 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 - u32 vi = vm->m_area.index(x, node_max.Y + 1, z); - u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + + 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]); - for (s16 y = node_max.Y + 1; y >= node_min.Y - 1; - y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) { - // 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; + // 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 || diff --git a/src/mapgen_fractal.h b/src/mapgen_fractal.h index ffb2acfb9..8c21a8a4e 100644 --- a/src/mapgen_fractal.h +++ b/src/mapgen_fractal.h @@ -65,7 +65,7 @@ public: BiomeManager *bmgr; int ystride; - int zstride; + int zstride_1d; u16 formula; bool julia; diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 42fbe4423..54abba145 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -59,7 +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; - 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]; @@ -80,10 +81,12 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z); //// 3d terrain noise + // 1-up 1-down overgeneration noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); - 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-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(¶ms->np_biome_heat, seed, csize.X, csize.Z); @@ -199,7 +202,7 @@ void MapgenV7Params::writeParams(Settings *settings) const } -/////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// int MapgenV7::getSpawnLevelAtPoint(v2s16 p) @@ -451,41 +454,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) } -#if 0 -void MapgenV7::carveRivers() { - MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); - MapNode n_stone(c_stone); - u32 index = 0; - - int river_depth = 4; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - float terrain_mod = noise_terrain_mod->result[index]; - NoiseParams *np = noise_terrain_river->np; - np.persist = noise_terrain_persist->result[index]; - float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); - float height = terrain_river * (1 - abs(terrain_mod)) * - noise_terrain_river->np.scale; - height = log(height * height); //log(h^3) is pretty interesting for terrain - - s16 y = heightmap[index]; - if (height < 1.0 && y > river_depth && - y - river_depth >= node_min.Y && y <= node_max.Y) { - - for (s16 ry = y; ry != y - river_depth; ry--) { - u32 vi = vm->m_area.index(x, ry, z); - vm->m_data[vi] = n_air; - } - - u32 vi = vm->m_area.index(x, y - river_depth, z); - vm->m_data[vi] = n_water_source; - } - } -} -#endif - - int MapgenV7::generateTerrain() { s16 stone_surface_min_y; @@ -765,6 +733,112 @@ void MapgenV7::dustTopNodes() } +void MapgenV7::generateCaves(s16 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 > 0.3f && ndef->get(c).is_ground_content) { + // In tunnel and ground content, excavate + vm->m_data[vi] = MapNode(CONTENT_AIR); + is_tunnel = true; + } else 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; + } else { + column_is_open = false; + is_tunnel = false; + } + } + } + + if (node_min.Y >= water_level) + return; + + PseudoRandom ps(blockseed + 21343); + u32 bruises_count = ps.range(0, 2); + for (u32 i = 0; i < bruises_count; i++) { + CaveV7 cave(this, &ps); + cave.makeCave(node_min, node_max, max_stone_y); + } +} + + +/////////////////////////////////////////////////////////////// + + +#if 0 +void MapgenV7::carveRivers() { + MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); + MapNode n_stone(c_stone); + u32 index = 0; + + int river_depth = 4; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index++) { + float terrain_mod = noise_terrain_mod->result[index]; + NoiseParams *np = noise_terrain_river->np; + np.persist = noise_terrain_persist->result[index]; + float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); + float height = terrain_river * (1 - abs(terrain_mod)) * + noise_terrain_river->np.scale; + height = log(height * height); //log(h^3) is pretty interesting for terrain + + s16 y = heightmap[index]; + if (height < 1.0 && y > river_depth && + y - river_depth >= node_min.Y && y <= node_max.Y) { + + for (s16 ry = y; ry != y - river_depth; ry--) { + u32 vi = vm->m_area.index(x, ry, z); + vm->m_data[vi] = n_air; + } + + u32 vi = vm->m_area.index(x, y - river_depth, z); + vm->m_data[vi] = n_water_source; + } + } +} +#endif + + #if 0 void MapgenV7::addTopNodes() { @@ -859,70 +933,3 @@ void MapgenV7::addTopNodes() } } #endif - - -void MapgenV7::generateCaves(s16 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 - 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)) { - // 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; - - 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); - is_tunnel = true; - } else 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; - } else { - column_is_open = false; - is_tunnel = false; - } - } - } - - if (node_min.Y >= water_level) - return; - - PseudoRandom ps(blockseed + 21343); - u32 bruises_count = ps.range(0, 2); - for (u32 i = 0; i < bruises_count; i++) { - CaveV7 cave(this, &ps); - cave.makeCave(node_min, node_max, max_stone_y); - } -} diff --git a/src/mapgen_v7.h b/src/mapgen_v7.h index 82f89387b..9fdecf592 100644 --- a/src/mapgen_v7.h +++ b/src/mapgen_v7.h @@ -59,7 +59,7 @@ public: BiomeManager *bmgr; int ystride; - int zstride; + int zstride_1d; u32 spflags; v3s16 node_min; diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp index 34a316abd..be122aace 100644 --- a/src/mapgen_valleys.cpp +++ b/src/mapgen_valleys.cpp @@ -74,6 +74,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager * //// 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]; @@ -113,10 +115,12 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager * noise_valley_profile = new Noise(&sp->np_valley_profile, 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_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z); - noise_massive_caves = new Noise(&sp->np_massive_caves, 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); + noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z); //// Biome noise noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); @@ -885,7 +889,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y) if (node_max.Y <= massive_cave_depth) { noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); - for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { + for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) { float tcave = massive_cave_threshold; if (y < yblmin) { @@ -923,19 +927,17 @@ void MapgenValleys::generateCaves(s16 max_stone_y) Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]); bool air_above = false; bool underground = false; - u32 index_data = vm->m_area.index(x, node_max.Y + 1, z); - - index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X); + u32 index_data = vm->m_area.index(x, node_max.Y, z); + index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X); // Dig caves on down loop to check for air above. - for (s16 y = node_max.Y + 1; - y >= node_min.Y - 1; - y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) { - // 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; + // 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--, + index_3d -= ystride, + vm->m_area.add_y(em, index_data, -1)) { float terrain = noise_terrain_height->result[index_2d]; diff --git a/src/mapgen_valleys.h b/src/mapgen_valleys.h index 6b3eb9cfe..4ad2d2076 100644 --- a/src/mapgen_valleys.h +++ b/src/mapgen_valleys.h @@ -106,6 +106,7 @@ private: int ystride; int zstride; + int zstride_1d; float map_gen_limit;