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Mgv7: Speed optimise calculateNoise and generateRidgeTerrain

Remove unnecessary range limiting of persistmap
Skip calculation of filler, mountain, ridge, heat and humidity perlinmaps in underground mapchunks
Skip generateRidgeTerrain in underground mapchunks
mutilcraft-mt53
paramat 2015-01-18 12:35:38 +00:00 committed by kwolekr
parent 408d9b72f0
commit 70354ac20b
1 changed files with 23 additions and 20 deletions

View File

@ -285,15 +285,22 @@ void MapgenV7::calculateNoise()
int y = node_min.Y;
int z = node_min.Z;
noise_height_select->perlinMap2D(x, z);
noise_terrain_persist->perlinMap2D(x, z);
float *persistmap = noise_terrain_persist->result;
for (int i = 0; i != csize.X * csize.Z; i++)
persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
noise_terrain_base->perlinMap2D(x, z, persistmap);
noise_terrain_alt->perlinMap2D(x, z, persistmap);
noise_height_select->perlinMap2D(x, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
if (node_max.Y >= water_level) {
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
if (spflags & MGV7_MOUNTAINS) {
noise_mountain->perlinMap3D(x, y, z);
@ -304,15 +311,8 @@ void MapgenV7::calculateNoise()
noise_ridge->perlinMap3D(x, y, z);
noise_ridge_uwater->perlinMap2D(x, z);
}
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
//printf("calculateNoise: %dus\n", t.stop());
}
@ -469,7 +469,7 @@ int MapgenV7::generateBaseTerrain()
int MapgenV7::generateMountainTerrain(int ymax)
{
if (node_max.Y <= water_level)
if (node_max.Y < water_level)
return ymax;
MapNode n_stone(c_stone);
@ -500,6 +500,9 @@ int MapgenV7::generateMountainTerrain(int ymax)
void MapgenV7::generateRidgeTerrain()
{
if (node_max.Y < water_level)
return;
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
@ -637,12 +640,12 @@ void MapgenV7::generateBiomes()
void MapgenV7::dustTopNodes()
{
if (node_max.Y < water_level)
return;
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
if (water_level > node_max.Y)
return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = (Biome *)bmgr->get(biomemap[index]);