Generator: Added notes of failed optimization attempts
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1404 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -192,6 +192,13 @@ void cCompoGenBiomal::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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/*
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_X 2013_04_22:
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There's no point in generating the whole cubic noise at once, because the noise values are used in
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only about 20 % of the cases, so the speed gained by precalculating is lost by precalculating too much data
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*/
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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@ -256,7 +263,14 @@ void cCompoGenBiomal::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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default:
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{
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// Fill with water, sand/dirt/clay mix and stone
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FillColumnWaterMix(ChunkX, ChunkZ, x, z, Height, a_ChunkDesc.GetBlockTypes());
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if (m_Noise.CubicNoise2D(0.1f * (cChunkDef::Width * ChunkX + x), 0.1f * (cChunkDef::Width * ChunkZ + z)) < 0)
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{
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FillColumnWaterSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
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}
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else
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{
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FillColumnWaterDirt(x, z, Height, a_ChunkDesc.GetBlockTypes());
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}
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break;
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}
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} // switch (biome)
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@ -347,32 +361,25 @@ void cCompoGenBiomal::FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height,
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void cCompoGenBiomal::FillColumnWaterMix(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
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void cCompoGenBiomal::FillColumnWaterDirt(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
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{
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if (m_Noise.CubicNoise2D(0.5f * (cChunkDef::Width * a_ChunkX + a_RelX), 0.5f * (cChunkDef::Width * a_ChunkZ + a_RelZ)) < 0)
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// Dirt
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BLOCKTYPE Pattern[] =
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{
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FillColumnWaterSand(a_RelX, a_RelZ, a_Height, a_BlockTypes);
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}
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else
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{
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// Dirt
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BLOCKTYPE Pattern[] =
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{
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
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for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
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}
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for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
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}
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for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
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}
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for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
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}
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}
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@ -111,8 +111,7 @@ protected:
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void FillColumnSand (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnWaterMix (int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnWaterDirt(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnPattern (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize);
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} ;
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@ -228,6 +228,12 @@ void cHeiGenBiomal::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMa
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} // for x
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} // for z
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/*
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_X 2013_04_22:
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There's no point in precalculating the entire perlin noise arrays, too many values are calculated uselessly,
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resulting in speed DEcrease.
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*/
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/*
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// Linearly interpolate 4x4 blocks of heightmap:
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// This is fast, but really ugly! Do not use!
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