diff --git a/src/mapgen/mapgen_valleys.cpp b/src/mapgen/mapgen_valleys.cpp index 543d926a5..72f478803 100644 --- a/src/mapgen/mapgen_valleys.cpp +++ b/src/mapgen/mapgen_valleys.cpp @@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "map.h" #include "nodedef.h" #include "voxelalgorithms.h" +//#include "profiler.h" // For TimeTaker #include "settings.h" // For g_settings #include "emerge.h" #include "dungeongen.h" @@ -43,26 +44,18 @@ with this program; if not, write to the Free Software Foundation, Inc., #include -//#undef NDEBUG -//#include "assert.h" - -//#include "util/timetaker.h" -//#include "profiler.h" - - -//static Profiler mapgen_prof; -//Profiler *mapgen_profiler = &mapgen_prof; - static FlagDesc flagdesc_mapgen_valleys[] = { {"altitude_chill", MGVALLEYS_ALT_CHILL}, {"humid_rivers", MGVALLEYS_HUMID_RIVERS}, {NULL, 0} }; -/////////////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////////////// -MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge) +MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, + EmergeManager *emerge) : MapgenBasic(mapgenid, params, emerge) { // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal @@ -72,8 +65,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa spflags = params->spflags; altitude_chill = params->altitude_chill; - river_depth_bed = params->river_depth + 1.f; - river_size_factor = params->river_size / 100.f; + river_depth_bed = params->river_depth + 1.0f; + river_size_factor = params->river_size / 100.0f; cave_width = params->cave_width; large_cave_depth = params->large_cave_depth; @@ -94,7 +87,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa //// 3D Terrain noise // 1-up 1-down overgeneration - noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z); + noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, + seed, csize.X, csize.Y + 2, csize.Z); // 1-down overgeneraion MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; @@ -102,7 +96,7 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS); use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL); - humidity_adjust = bp->np_humidity.offset - 50.f; + humidity_adjust = bp->np_humidity.offset - 50.0f; } @@ -119,16 +113,16 @@ MapgenValleys::~MapgenValleys() MapgenValleysParams::MapgenValleysParams(): - np_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f), - np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f), - np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f), - np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f), - np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f), - np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f), - np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f), - np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0), - np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0), - np_cavern (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f) + np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0), + np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0), + np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0), + np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0), + np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0), + np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0), + np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0), + np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0), + np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0), + np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0) { } @@ -191,7 +185,7 @@ void MapgenValleysParams::writeParams(Settings *settings) const } -/////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// void MapgenValleys::makeChunk(BlockMakeData *data) @@ -206,12 +200,12 @@ void MapgenValleys::makeChunk(BlockMakeData *data) data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); + //TimeTaker t("makeChunk"); + this->generating = true; this->vm = data->vmanip; this->ndef = data->nodedef; - //TimeTaker t("makeChunk"); - v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; node_min = blockpos_min * MAP_BLOCKSIZE; @@ -221,7 +215,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data) blockseed = getBlockSeed2(full_node_min, seed); - // Generate biome noises. Note this must be executed strictly before + // Generate biome noises. Note this must be executed strictly before // generateTerrain, because generateTerrain depends on intermediate // biome-related noises. m_bgen->calcBiomeNoise(node_min); @@ -241,9 +235,8 @@ void MapgenValleys::makeChunk(BlockMakeData *data) // Generate caverns, tunnels and classic caves if (flags & MG_CAVES) { - bool near_cavern = false; // Generate caverns - near_cavern = generateCaverns(stone_surface_max_y); + bool near_cavern = generateCaverns(stone_surface_max_y); // Generate tunnels and classic caves if (near_cavern) // Disable classic caves in this mapchunk by setting @@ -269,36 +262,24 @@ void MapgenValleys::makeChunk(BlockMakeData *data) // Sprinkle some dust on top after everything else was generated dustTopNodes(); - //TimeTaker tll("liquid_lighting"); - updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); if (flags & MG_LIGHT) - calcLighting( - node_min - v3s16(0, 1, 0), - node_max + v3s16(0, 1, 0), - full_node_min, - full_node_max); - - //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f); - //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f); + calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), + full_node_min, full_node_max); this->generating = false; + + //printf("makeChunk: %lums\n", t.stop()); } -// Populate the noise tables and do most of the -// calculation necessary to determine terrain height. void MapgenValleys::calculateNoise() { - //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - int x = node_min.X; int y = node_min.Y - 1; int z = node_min.Z; - //TimeTaker tcn("actualNoise"); - noise_inter_valley_slope->perlinMap2D(x, z); noise_rivers->perlinMap2D(x, z); noise_terrain_height->perlinMap2D(x, z); @@ -307,19 +288,14 @@ void MapgenValleys::calculateNoise() noise_inter_valley_fill->perlinMap3D(x, y, z); - //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f); - - float heat_offset = 0.f; - float humidity_scale = 1.f; - + float heat_offset = 0.0f; + float humidity_scale = 1.0f; // Altitude chill tends to reduce the average heat. if (use_altitude_chill) - heat_offset = 5.f; - + heat_offset = 5.0f; // River humidity tends to increase the humidity range. - if (humid_rivers) { + if (humid_rivers) humidity_scale = 0.8f; - } for (s32 index = 0; index < csize.X * csize.Z; index++) { m_bgen->heatmap[index] += heat_offset; @@ -331,21 +307,19 @@ void MapgenValleys::calculateNoise() u32 index = 0; for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++) for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) { - // The parameters that we actually need to generate terrain - // are passed by address (and the return value). + // The parameters that we actually need to generate terrain are passed + // by address (and the return value). tn.terrain_height = noise_terrain_height->result[index]; - // River noise is replaced with base terrain, which - // is basically the height of the water table. + // River noise is replaced with base terrain, which is basically the + // height of the water table. tn.rivers = &noise_rivers->result[index]; - // Valley depth noise is replaced with the valley - // number that represents the height of terrain - // over rivers and is used to determine about - // how close a river is for humidity calculation. + // Valley depth noise is replaced with the valley number that represents + // the height of terrain over rivers and is used to determine how close + // a river is for humidity calculation. tn.valley = &noise_valley_depth->result[index]; tn.valley_profile = noise_valley_profile->result[index]; - // Slope noise is replaced by the calculated slope - // which is used to get terrain height in the slow - // method, to create sharper mountains. + // Slope noise is replaced by the calculated slope which is used to get + // terrain height in the slow method, to create sharper mountains. tn.slope = &noise_inter_valley_slope->result[index]; tn.inter_valley_fill = noise_inter_valley_fill->result[index]; @@ -356,75 +330,69 @@ void MapgenValleys::calculateNoise() } -// This keeps us from having to maintain two similar sets of -// complicated code to determine ground level. float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn) { - // The square function changes the behaviour of this noise: - // very often small, and sometimes very high. + // The square function changes the behaviour of this noise: very often + // small, and sometimes very high. float valley_d = MYSQUARE(*tn->valley); - // valley_d is here because terrain is generally higher where valleys - // are deep (mountains). base represents the height of the - // rivers, most of the surface is above. + // valley_d is here because terrain is generally higher where valleys are + // deep (mountains). base represents the height of the rivers, most of the + // surface is above. float base = tn->terrain_height + valley_d; - // "river" represents the distance from the river, in arbitrary units. + // "river" represents the distance from the river float river = std::fabs(*tn->rivers) - river_size_factor; // Use the curve of the function 1-exp(-(x/a)^2) to model valleys. - // Making "a" vary (0 < a <= 1) changes the shape of the valleys. - // Try it with a geometry software ! - // (here x = "river" and a = valley_profile). - // "valley" represents the height of the terrain, from the rivers. - { - float t = std::fmax(river / tn->valley_profile, 0.0f); - *tn->valley = valley_d * (1.f - std::exp(- MYSQUARE(t))); - } + // "valley" represents the height of the terrain, from the rivers. + float tv = std::fmax(river / tn->valley_profile, 0.0f); + *tn->valley = valley_d * (1.0f - std::exp(-MYSQUARE(tv))); - // approximate height of the terrain at this point + // Approximate height of the terrain at this point float mount = base + *tn->valley; *tn->slope *= *tn->valley; - // Rivers are placed where "river" is negative, so where the original - // noise value is close to zero. // Base ground is returned as rivers since it's basically the water table. *tn->rivers = base; - if (river < 0.f) { - // Use the the function -sqrt(1-x^2) which models a circle. - float depth; - { - float t = river / river_size_factor + 1; - depth = (river_depth_bed * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t)))); - } + + // Rivers are placed where "river" is negative, so where the original noise + // value is close to zero. + if (river < 0.0f) { + // Use the the function -sqrt(1-x^2) which models a circle + float tr = river / river_size_factor + 1.0f; + float depth = (river_depth_bed * + std::sqrt(std::fmax(0.0f, 1.0f - MYSQUARE(tr)))); // base - depth : height of the bottom of the river - // water_level - 3 : don't make rivers below 3 nodes under the surface + // water_level - 3 : don't make rivers below 3 nodes under the surface. // We use three because that's as low as the swamp biomes go. // There is no logical equivalent to this using rangelim. - mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount); + mount = + std::fmin(std::fmax(base - depth, (float)(water_level - 3)), mount); - // Slope has no influence on rivers. - *tn->slope = 0.f; + // Slope has no influence on rivers + *tn->slope = 0.0f; } return mount; } -// This avoids duplicating the code in terrainLevelFromNoise, adding -// only the final step of terrain generation without a noise map. +// This avoids duplicating the code in terrainLevelFromNoise, adding only the +// final step of terrain generation without a noise map. + float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn) { float mount = terrainLevelFromNoise(tn); s16 y_start = myround(mount); for (s16 y = y_start; y <= y_start + 1000; y++) { - float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed); - + float fill = + NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed); if (fill * *tn->slope < y - mount) { - mount = MYMAX(y - 1, mount); + mount = std::fmax((float)(y - 1), mount); break; } } @@ -435,14 +403,14 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn) int MapgenValleys::getSpawnLevelAtPoint(v2s16 p) { - // Check to make sure this isn't a request for a location in a river. + // Check if in a river float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed); if (std::fabs(rivers) < river_size_factor) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point s16 level_at_point = terrainLevelAtPoint(p.X, p.Y); if (level_at_point <= water_level || - level_at_point > water_level + 32) + level_at_point > water_level + 16) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point return level_at_point; @@ -455,7 +423,8 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z) float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed); float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed); - float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed); + float inter_valley_slope = + NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed); tn.x = x; tn.z = z; @@ -464,7 +433,7 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z) tn.valley = &valley; tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed); tn.slope = &inter_valley_slope; - tn.inter_valley_fill = 0.f; + tn.inter_valley_fill = 0.0f; return adjustedTerrainLevelFromNoise(&tn); } @@ -472,14 +441,13 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z) int MapgenValleys::generateTerrain() { - // Raising this reduces the rate of evaporation. - static const float evaporation = 300.f; - // from the lua - static const float humidity_dropoff = 4.f; - // constant to convert altitude chill (compatible with lua) to heat - static const float alt_to_heat = 20.f; - // humidity reduction by altitude - static const float alt_to_humid = 10.f; + // Raising this reduces the rate of evaporation + static const float evaporation = 300.0f; + static const float humidity_dropoff = 4.0f; + // Constant to convert altitude chill to heat + static const float alt_to_heat = 20.0f; + // Humidity reduction by altitude + static const float alt_to_humid = 10.0f; MapNode n_air(CONTENT_AIR); MapNode n_river_water(c_river_water_source); @@ -505,42 +473,39 @@ int MapgenValleys::generateTerrain() if (humid_rivers) { // Derive heat from (base) altitude. This will be most correct // at rivers, since other surface heights may vary below. - if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f)) - t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill; + if (use_altitude_chill && (surface_y > 0.0f || river_y > 0.0f)) + t_heat -= alt_to_heat * + std::fmax(surface_y, river_y) / altitude_chill; - // If humidity is low or heat is high, lower the water table. - float delta = m_bgen->humidmap[index_2d] - 50.f; - if (delta < 0.f) { - float t_evap = (t_heat - 32.f) / evaporation; - river_y += delta * MYMAX(t_evap, 0.08f); + // If humidity is low or heat is high, lower the water table + float delta = m_bgen->humidmap[index_2d] - 50.0f; + if (delta < 0.0f) { + float t_evap = (t_heat - 32.0f) / evaporation; + river_y += delta * std::fmax(t_evap, 0.08f); } } u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); u32 index_data = vm->m_area.index(x, node_min.Y - 1, z); - // Mapgens concern themselves with stone and water. for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) { float fill = noise_inter_valley_fill->result[index_3d]; float surface_delta = (float)y - surface_y; - bool river = y + 1 < river_y; + bool river = y < river_y - 1; if (slope * fill > surface_delta) { - // ground - vm->m_data[index_data] = n_stone; + vm->m_data[index_data] = n_stone; // Stone if (y > heightmap[index_2d]) heightmap[index_2d] = y; if (y > surface_max_y) surface_max_y = y; } else if (y <= water_level) { - // sea - vm->m_data[index_data] = n_water; + vm->m_data[index_data] = n_water; // Water } else if (river) { - // river - vm->m_data[index_data] = n_river_water; - } else { // air - vm->m_data[index_data] = n_air; + vm->m_data[index_data] = n_river_water; // River water + } else { + vm->m_data[index_data] = n_air; // Air } } @@ -550,29 +515,29 @@ int MapgenValleys::generateTerrain() if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) { s16 surface_y_int = myround(surface_y); - if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) { - // If surface_y is outside the chunk, it's good enough. + + if (surface_y_int > node_max.Y + 1 || + surface_y_int < node_min.Y - 1) { + // If surface_y is outside the chunk, it's good enough heightmap[index_2d] = surface_y_int; } else { - // If the ground is outside of this chunk, but surface_y - // is within the chunk, give a value outside. + // If the ground is outside of this chunk, but surface_y is + // within the chunk, give a value outside. heightmap[index_2d] = node_min.Y - 2; } } if (humid_rivers) { - // Use base ground (water table) in a riverbed, to - // avoid an unnatural rise in humidity. - float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); + // Use base ground (water table) in a riverbed, to avoid an + // unnatural rise in humidity. + float t_alt = std::fmax(noise_rivers->result[index_2d], + (float)heightmap[index_2d]); float humid = m_bgen->humidmap[index_2d]; float water_depth = (t_alt - river_y) / humidity_dropoff; - humid *= 1.f + std::pow(0.5f, MYMAX(water_depth, 1.f)); + humid *= 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f)); - // Reduce humidity with altitude (ignoring riverbeds). - // This is similar to the lua version's seawater adjustment, - // but doesn't increase the base humidity, which causes - // problems with the default biomes. - if (t_alt > 0.f) + // Reduce humidity with altitude (ignoring riverbeds) + if (t_alt > 0.0f) humid -= alt_to_humid * t_alt / altitude_chill; m_bgen->humidmap[index_2d] = humid; @@ -581,13 +546,16 @@ int MapgenValleys::generateTerrain() // Assign the heat adjusted by any changed altitudes. // The altitude will change about half the time. if (use_altitude_chill) { - // ground height ignoring riverbeds - float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); + // Ground height ignoring riverbeds + float t_alt = std::fmax(noise_rivers->result[index_2d], + (float)heightmap[index_2d]); + if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y)) - // The altitude hasn't changed. Use the first result. + // The altitude hasn't changed. Use the first result m_bgen->heatmap[index_2d] = t_heat; - else if (t_alt > 0.f) - m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill; + else if (t_alt > 0.0f) + m_bgen->heatmap[index_2d] -= + alt_to_heat * t_alt / altitude_chill; } } diff --git a/src/mapgen/mapgen_valleys.h b/src/mapgen/mapgen_valleys.h index c4d92239c..f6a486d86 100644 --- a/src/mapgen/mapgen_valleys.h +++ b/src/mapgen/mapgen_valleys.h @@ -32,23 +32,19 @@ with this program; if not, write to the Free Software Foundation, Inc., #define MGVALLEYS_ALT_CHILL 0x01 #define MGVALLEYS_HUMID_RIVERS 0x02 -// Feed only one variable into these. +// Feed only one variable into these #define MYSQUARE(x) (x) * (x) #define MYCUBE(x) (x) * (x) * (x) class BiomeManager; class BiomeGenOriginal; -// Global profiler -//class Profiler; -//extern Profiler *mapgen_profiler; - struct MapgenValleysParams : public MapgenParams { u32 spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL; - u16 altitude_chill = 90; // The altitude at which temperature drops by 20C. - u16 river_depth = 4; // How deep to carve river channels. - u16 river_size = 5; // How wide to make rivers. + u16 altitude_chill = 90; // The altitude at which temperature drops by 20C + u16 river_depth = 4; // How deep to carve river channels + u16 river_size = 5; // How wide to make rivers float cave_width = 0.09f; s16 large_cave_depth = -33; @@ -122,9 +118,7 @@ private: Noise *noise_valley_profile; float terrainLevelAtPoint(s16 x, s16 z); - void calculateNoise(); - virtual int generateTerrain(); float terrainLevelFromNoise(TerrainNoise *tn); float adjustedTerrainLevelFromNoise(TerrainNoise *tn);