Mapgen: Optimise cave noises and tunnel excavation

Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps
Move some old unused code in mgv7 to end of file
This commit is contained in:
paramat 2016-04-02 02:05:08 +01:00
parent c3993f6604
commit 465bb6f5d1
8 changed files with 162 additions and 148 deletions

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@ -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(&params->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;
// 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 ||

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@ -60,7 +60,7 @@ public:
BiomeManager *bmgr;
int ystride;
int zstride;
int zstride_1d;
u32 spflags;
v3s16 node_min;

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@ -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(&params->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;
// 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 ||

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@ -65,7 +65,7 @@ public:
BiomeManager *bmgr;
int ystride;
int zstride;
int zstride_1d;
u16 formula;
bool julia;

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@ -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(&params->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);
}
}

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@ -59,7 +59,7 @@ public:
BiomeManager *bmgr;
int ystride;
int zstride;
int zstride_1d;
u32 spflags;
v3s16 node_min;

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@ -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(&params->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;
// 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];

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@ -106,6 +106,7 @@ private:
int ystride;
int zstride;
int zstride_1d;
float map_gen_limit;