From d6638b4300b091275fa25c43eaee42cd6d13effe Mon Sep 17 00:00:00 2001 From: paramat Date: Fri, 20 Mar 2015 18:06:05 +0000 Subject: [PATCH] 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 --- src/mapgen_v5.cpp | 28 ++++++++++-------------- src/mapgen_v7.cpp | 56 ++++++++++++++++++----------------------------- 2 files changed, 32 insertions(+), 52 deletions(-) diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index 9086acc37..240ae500a 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -377,9 +377,9 @@ int MapgenV5::generateBaseTerrain() stone_surface_max_y = y; } } - index2d = index2d - ystride; + index2d -= ystride; } - index2d = index2d + ystride; + index2d += ystride; } return stone_surface_max_y; @@ -391,10 +391,6 @@ bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map) if (node_max.Y < water_level) return false; - MapNode n_air(CONTENT_AIR); - MapNode n_stone(c_stone); - MapNode n_water(c_water_source); - v3s16 em = vm->m_area.getExtent(); u32 index = 0; bool desert_stone = false; @@ -496,9 +492,9 @@ void MapgenV5::generateCaves(int max_stone_y) if (d1*d2 > 0.125) vm->m_data[i] = MapNode(CONTENT_AIR); } - index2d = index2d - ystride; + index2d -= ystride; } - index2d = index2d + ystride; + index2d += ystride; } if (node_max.Y > LARGE_CAVE_DEPTH) @@ -528,27 +524,25 @@ void MapgenV5::dustTopNodes() if (biome->c_dust == CONTENT_IGNORE) continue; - s16 y_full_max = full_node_max.Y; - u32 vi_full_max = vm->m_area.index(x, y_full_max, z); - content_t c_full_max = vm->m_data[vi_full_max].getContent(); + u32 vi = vm->m_area.index(x, full_node_max.Y, z); + content_t c_full_max = vm->m_data[vi].getContent(); s16 y_start; 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) { - s16 y_max = node_max.Y; - u32 vi_max = vm->m_area.index(x, y_max, z); - content_t c_max = vm->m_data[vi_max].getContent(); + vi = vm->m_area.index(x, node_max.Y + 1, z); + content_t c_max = vm->m_data[vi].getContent(); if (c_max == CONTENT_AIR) - y_start = y_max - 1; + y_start = node_max.Y; else continue; } else { 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--) { if (vm->m_data[vi].getContent() != CONTENT_AIR) break; diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 5e6e15ad0..44cb37f11 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -58,7 +58,7 @@ MapgenV7::MapgenV7(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; + this->zstride = csize.X * (csize.Y + 2); this->biomemap = new u8[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); //// 3d terrain noise - noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z); - noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z); - noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z); - noise_cave2 = new Noise(&sp->np_cave2, 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 + 2, 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 + 2, csize.Z); //// Biome noise noise_heat = new Noise(¶ms->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); 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, // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); @@ -326,7 +328,7 @@ void MapgenV7::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); int x = node_min.X; - int y = node_min.Y; + int y = node_min.Y - 1; int z = node_min.Z; noise_terrain_persist->perlinMap2D(x, z); @@ -489,8 +491,8 @@ int MapgenV7::generateBaseTerrain() if (surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; - u32 i = vm->m_area.index(x, node_min.Y, z); - for (s16 y = node_min.Y; y <= node_max.Y; y++) { + u32 i = vm->m_area.index(x, node_min.Y - 1, z); + for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { if (vm->m_data[i].getContent() == CONTENT_IGNORE) { if (y <= surface_y) vm->m_data[i] = n_stone; @@ -516,7 +518,7 @@ int MapgenV7::generateMountainTerrain(int ymax) u32 j = 0; 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); for (s16 x = node_min.X; x <= node_max.X; 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 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); 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); @@ -583,10 +585,6 @@ bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map) if (node_max.Y < water_level) return false; - MapNode n_air(CONTENT_AIR); - MapNode n_stone(c_stone); - MapNode n_water(c_water_source); - v3s16 em = vm->m_area.getExtent(); u32 index = 0; 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--) { 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)) { biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); dfiller = biome->depth_filler + noise_filler_depth->result[index]; @@ -691,27 +679,25 @@ void MapgenV7::dustTopNodes() if (biome->c_dust == CONTENT_IGNORE) continue; - s16 y_full_max = full_node_max.Y; - u32 vi_full_max = vm->m_area.index(x, y_full_max, z); - content_t c_full_max = vm->m_data[vi_full_max].getContent(); + u32 vi = vm->m_area.index(x, full_node_max.Y, z); + content_t c_full_max = vm->m_data[vi].getContent(); s16 y_start; 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) { - s16 y_max = node_max.Y; - u32 vi_max = vm->m_area.index(x, y_max, z); - content_t c_max = vm->m_data[vi_max].getContent(); + vi = vm->m_area.index(x, node_max.Y + 1, z); + content_t c_max = vm->m_data[vi].getContent(); if (c_max == CONTENT_AIR) - y_start = y_max - 1; + y_start = node_max.Y; else continue; } else { 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--) { if (vm->m_data[vi].getContent() != CONTENT_AIR) break; @@ -831,7 +817,7 @@ void MapgenV7::generateCaves(int max_stone_y) u32 index2d = 0; 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); for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++, index2d++) {