Mgv7: 1 up , 1 down overgeneration for chunk border continuity

Fixes biome layer at y = 47 when base/alt terrain exceeds it
Also fixes missing dust glitch at y = 47
Mgv5/mgv7:Cleanup code
This commit is contained in:
paramat 2015-03-20 18:06:05 +00:00
parent 008d7e0467
commit d6638b4300
2 changed files with 32 additions and 52 deletions

@ -377,9 +377,9 @@ int MapgenV5::generateBaseTerrain()
stone_surface_max_y = y; stone_surface_max_y = y;
} }
} }
index2d = index2d - ystride; index2d -= ystride;
} }
index2d = index2d + ystride; index2d += ystride;
} }
return stone_surface_max_y; return stone_surface_max_y;
@ -391,10 +391,6 @@ bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
if (node_max.Y < water_level) if (node_max.Y < water_level)
return false; return false;
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
v3s16 em = vm->m_area.getExtent(); v3s16 em = vm->m_area.getExtent();
u32 index = 0; u32 index = 0;
bool desert_stone = false; bool desert_stone = false;
@ -496,9 +492,9 @@ void MapgenV5::generateCaves(int max_stone_y)
if (d1*d2 > 0.125) if (d1*d2 > 0.125)
vm->m_data[i] = MapNode(CONTENT_AIR); vm->m_data[i] = MapNode(CONTENT_AIR);
} }
index2d = index2d - ystride; index2d -= ystride;
} }
index2d = index2d + ystride; index2d += ystride;
} }
if (node_max.Y > LARGE_CAVE_DEPTH) if (node_max.Y > LARGE_CAVE_DEPTH)
@ -528,27 +524,25 @@ void MapgenV5::dustTopNodes()
if (biome->c_dust == CONTENT_IGNORE) if (biome->c_dust == CONTENT_IGNORE)
continue; continue;
s16 y_full_max = full_node_max.Y; u32 vi = vm->m_area.index(x, full_node_max.Y, z);
u32 vi_full_max = vm->m_area.index(x, y_full_max, z); content_t c_full_max = vm->m_data[vi].getContent();
content_t c_full_max = vm->m_data[vi_full_max].getContent();
s16 y_start; s16 y_start;
if (c_full_max == CONTENT_AIR) { if (c_full_max == CONTENT_AIR) {
y_start = y_full_max - 1; y_start = full_node_max.Y - 1;
} else if (c_full_max == CONTENT_IGNORE) { } else if (c_full_max == CONTENT_IGNORE) {
s16 y_max = node_max.Y; vi = vm->m_area.index(x, node_max.Y + 1, z);
u32 vi_max = vm->m_area.index(x, y_max, z); content_t c_max = vm->m_data[vi].getContent();
content_t c_max = vm->m_data[vi_max].getContent();
if (c_max == CONTENT_AIR) if (c_max == CONTENT_AIR)
y_start = y_max - 1; y_start = node_max.Y;
else else
continue; continue;
} else { } else {
continue; continue;
} }
u32 vi = vm->m_area.index(x, y_start, z); vi = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y >= node_min.Y - 1; y--) { for (s16 y = y_start; y >= node_min.Y - 1; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR) if (vm->m_data[vi].getContent() != CONTENT_AIR)
break; break;

@ -58,7 +58,7 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
//// amount of elements to skip for the next index //// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip) //// for noise/height/biome maps (not vmanip)
this->ystride = csize.X; this->ystride = csize.X;
this->zstride = csize.X * csize.Y; this->zstride = csize.X * (csize.Y + 2);
this->biomemap = new u8[csize.X * csize.Z]; this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z]; this->heightmap = new s16[csize.X * csize.Z];
@ -77,10 +77,10 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z); noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
//// 3d terrain noise //// 3d terrain noise
noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z); 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, 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, 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, csize.Z); noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
//// Biome noise //// Biome noise
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z); noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
@ -314,7 +314,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
if (flags & MG_LIGHT) if (flags & MG_LIGHT)
calcLighting(node_min, node_max); calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
@ -326,7 +328,7 @@ void MapgenV7::calculateNoise()
{ {
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X; int x = node_min.X;
int y = node_min.Y; int y = node_min.Y - 1;
int z = node_min.Z; int z = node_min.Z;
noise_terrain_persist->perlinMap2D(x, z); noise_terrain_persist->perlinMap2D(x, z);
@ -489,8 +491,8 @@ int MapgenV7::generateBaseTerrain()
if (surface_y > stone_surface_max_y) if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y; stone_surface_max_y = surface_y;
u32 i = vm->m_area.index(x, node_min.Y, z); u32 i = vm->m_area.index(x, node_min.Y - 1, z);
for (s16 y = node_min.Y; y <= node_max.Y; y++) { for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) { if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) if (y <= surface_y)
vm->m_data[i] = n_stone; vm->m_data[i] = n_stone;
@ -516,7 +518,7 @@ int MapgenV7::generateMountainTerrain(int ymax)
u32 j = 0; u32 j = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y; y <= node_max.Y; y++) { for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z); u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++) { for (s16 x = node_min.X; x <= node_max.X; x++) {
int index = (z - node_min.Z) * csize.X + (x - node_min.X); int index = (z - node_min.Z) * csize.X + (x - node_min.X);
@ -549,7 +551,7 @@ void MapgenV7::generateRidgeTerrain()
float width = 0.2; // TODO: figure out acceptable perlin noise values float width = 0.2; // TODO: figure out acceptable perlin noise values
for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y; y <= node_max.Y; y++) { for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z); u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) { for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
int j = (z - node_min.Z) * csize.X + (x - node_min.X); int j = (z - node_min.Z) * csize.X + (x - node_min.X);
@ -583,10 +585,6 @@ bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
if (node_max.Y < water_level) if (node_max.Y < water_level)
return false; return false;
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
v3s16 em = vm->m_area.getExtent(); v3s16 em = vm->m_area.getExtent();
u32 index = 0; u32 index = 0;
bool desert_stone = false; bool desert_stone = false;
@ -608,16 +606,6 @@ bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
for (s16 y = node_max.Y; y >= node_min.Y; y--) { for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent(); content_t c = vm->m_data[i].getContent();
// It could be the case that the elevation is equal to the chunk
// boundary, but the chunk above has not been generated yet
if (y == node_max.Y && c_above == CONTENT_IGNORE &&
y == heightmap[index] && c == c_stone) {
int j = (z - node_min.Z) * zstride +
(y - node_min.Y) * ystride +
(x - node_min.X);
have_air = !getMountainTerrainFromMap(j, index, y);
}
if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) { if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
dfiller = biome->depth_filler + noise_filler_depth->result[index]; dfiller = biome->depth_filler + noise_filler_depth->result[index];
@ -691,27 +679,25 @@ void MapgenV7::dustTopNodes()
if (biome->c_dust == CONTENT_IGNORE) if (biome->c_dust == CONTENT_IGNORE)
continue; continue;
s16 y_full_max = full_node_max.Y; u32 vi = vm->m_area.index(x, full_node_max.Y, z);
u32 vi_full_max = vm->m_area.index(x, y_full_max, z); content_t c_full_max = vm->m_data[vi].getContent();
content_t c_full_max = vm->m_data[vi_full_max].getContent();
s16 y_start; s16 y_start;
if (c_full_max == CONTENT_AIR) { if (c_full_max == CONTENT_AIR) {
y_start = y_full_max - 1; y_start = full_node_max.Y - 1;
} else if (c_full_max == CONTENT_IGNORE) { } else if (c_full_max == CONTENT_IGNORE) {
s16 y_max = node_max.Y; vi = vm->m_area.index(x, node_max.Y + 1, z);
u32 vi_max = vm->m_area.index(x, y_max, z); content_t c_max = vm->m_data[vi].getContent();
content_t c_max = vm->m_data[vi_max].getContent();
if (c_max == CONTENT_AIR) if (c_max == CONTENT_AIR)
y_start = y_max - 1; y_start = node_max.Y;
else else
continue; continue;
} else { } else {
continue; continue;
} }
u32 vi = vm->m_area.index(x, y_start, z); vi = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y >= node_min.Y - 1; y--) { for (s16 y = y_start; y >= node_min.Y - 1; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR) if (vm->m_data[vi].getContent() != CONTENT_AIR)
break; break;
@ -831,7 +817,7 @@ void MapgenV7::generateCaves(int max_stone_y)
u32 index2d = 0; u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++) { for (s16 z = node_min.Z; z <= node_max.Z; z++) {
for (s16 y = node_min.Y; y <= node_max.Y; y++) { for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z); u32 i = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; for (s16 x = node_min.X; x <= node_max.X;
x++, i++, index++, index2d++) { x++, i++, index++, index2d++) {