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Mgv5: Optimise tunnels, add biome material in entrances

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
This commit is contained in:
paramat 2016-04-09 03:03:46 +01:00
parent fe349d401d
commit e661d8b32c
2 changed files with 76 additions and 48 deletions

View 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);
}
}

View File

@ -53,7 +53,7 @@ public:
BiomeManager *bmgr;
int ystride;
int zstride;
int zstride_1d;
u32 spflags;
v3s16 node_min;