]> git.lizzy.rs Git - dragonfireclient.git/commitdiff
Move Mapgen V7 river generation into the main generation loop (#10639)
authorParamat <paramat@users.noreply.github.com>
Fri, 20 Nov 2020 16:11:19 +0000 (16:11 +0000)
committerGitHub <noreply@github.com>
Fri, 20 Nov 2020 16:11:19 +0000 (16:11 +0000)
All terrain generation now occurs in one loop, instead of rivers being
carved afterwards in a separate loop.
Fixes the removal of nodes added by mods in 'register on generated'.
Avoids other problems and reduces the chance of future bugs.
Mapchunk generation time is reduced.

Also fixes a code mistake which resulted in river channel generation
being disabled at floatland altitudes even when floatlands were disabled.

src/mapgen/mapgen_v7.cpp
src/mapgen/mapgen_v7.h

index a1fe25ab6d387bba400521c8dd4c86cdf348a0ca..6b0779e9f2275fe7b48852fad1b7808c0deb5695 100644 (file)
@@ -342,10 +342,6 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        // Generate base and mountain terrain
        s16 stone_surface_max_y = generateTerrain();
 
-       // Generate rivers
-       if (spflags & MGV7_RIDGES)
-               generateRidgeTerrain();
-
        // Create heightmap
        updateHeightmap(node_min, node_max);
 
@@ -467,6 +463,23 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
 }
 
 
+bool MapgenV7::getRiverChannelFromMap(int idx_xyz, int idx_xz, s16 y)
+{
+       // Maximum width of river channel. Creates the vertical canyon walls
+       float width = 0.2f;
+       float absuwatern = std::fabs(noise_ridge_uwater->result[idx_xz]) * 2.0f;
+       if (absuwatern > width)
+               return false;
+
+       float altitude = y - water_level;
+       float height_mod = (altitude + 17.0f) / 2.5f;
+       float width_mod = width - absuwatern;
+       float nridge = noise_ridge->result[idx_xyz] * std::fmax(altitude, 0.0f) / 7.0f;
+
+       return nridge + width_mod * height_mod >= 0.6f;
+}
+
+
 bool MapgenV7::getFloatlandTerrainFromMap(int idx_xyz, float float_offset)
 {
        return noise_floatland->result[idx_xyz] + floatland_density - float_offset >= 0.0f;
@@ -521,6 +534,15 @@ int MapgenV7::generateTerrain()
                }
        }
 
+       // 'Generate rivers in this mapchunk' bool for
+       // simplification of condition checks in y-loop.
+       bool gen_rivers = (spflags & MGV7_RIDGES) && node_max.Y >= water_level - 16 &&
+               !gen_floatlands;
+       if (gen_rivers) {
+               noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+               noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
+       }
+
        //// Place nodes
        const v3s16 &em = vm->m_area.getExtent();
        s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
@@ -544,10 +566,13 @@ int MapgenV7::generateTerrain()
                        if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
                                continue;
 
-                       if (y <= surface_y) {
+                       bool is_river_channel = gen_rivers &&
+                               getRiverChannelFromMap(index3d, index2d, y);
+                       if (y <= surface_y && !is_river_channel) {
                                vm->m_data[vi] = n_stone; // Base terrain
                        } else if ((spflags & MGV7_MOUNTAINS) &&
-                                       getMountainTerrainFromMap(index3d, index2d, y)) {
+                                       getMountainTerrainFromMap(index3d, index2d, y) &&
+                                       !is_river_channel) {
                                vm->m_data[vi] = n_stone; // Mountain terrain
                                if (y > stone_surface_max_y)
                                        stone_surface_max_y = y;
@@ -569,45 +594,3 @@ int MapgenV7::generateTerrain()
 
        return stone_surface_max_y;
 }
-
-
-void MapgenV7::generateRidgeTerrain()
-{
-       if (node_max.Y < water_level - 16 ||
-                       (node_max.Y >= floatland_ymin && node_min.Y <= floatland_ymax))
-               return;
-
-       noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
-       noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
-
-       MapNode n_water(c_water_source);
-       MapNode n_air(CONTENT_AIR);
-       u32 index3d = 0;
-       float width = 0.2f;
-
-       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++, index3d++, vi++) {
-                       u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
-                       float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
-                       if (std::fabs(uwatern) > width)
-                               continue;
-                       // Optimises, but also avoids removing nodes placed by mods in
-                       // 'on-generated', when generating outside mapchunk.
-                       content_t c = vm->m_data[vi].getContent();
-                       if (c != c_stone)
-                               continue;
-
-                       float altitude = y - water_level;
-                       float height_mod = (altitude + 17.0f) / 2.5f;
-                       float width_mod = width - std::fabs(uwatern);
-                       float nridge = noise_ridge->result[index3d] *
-                               std::fmax(altitude, 0.0f) / 7.0f;
-                       if (nridge + width_mod * height_mod < 0.6f)
-                               continue;
-
-                       vm->m_data[vi] = (y > water_level) ? n_air : n_water;
-               }
-       }
-}
index 4020cd935387c926e2ef3e837879ebde46597af2..5db10a304975800afdaa0fdfdcff0a5496e906aa 100644 (file)
@@ -94,10 +94,10 @@ class MapgenV7 : public MapgenBasic {
        float baseTerrainLevelFromMap(int index);
        bool getMountainTerrainAtPoint(s16 x, s16 y, s16 z);
        bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y);
+       bool getRiverChannelFromMap(int idx_xyz, int idx_xz, s16 y);
        bool getFloatlandTerrainFromMap(int idx_xyz, float float_offset);
 
        int generateTerrain();
-       void generateRidgeTerrain();
 
 private:
        s16 mount_zero_level;