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https://github.com/moparisthebest/minetest
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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
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@ -285,33 +285,33 @@ void MapgenV7::calculateNoise()
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int y = node_min.Y;
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int z = node_min.Z;
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noise_height_select->perlinMap2D(x, z);
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noise_terrain_persist->perlinMap2D(x, z);
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float *persistmap = noise_terrain_persist->result;
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for (int i = 0; i != csize.X * csize.Z; i++)
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persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
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noise_terrain_base->perlinMap2D(x, z, persistmap);
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noise_terrain_alt->perlinMap2D(x, z, persistmap);
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noise_filler_depth->perlinMap2D(x, z);
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if (spflags & MGV7_MOUNTAINS) {
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noise_mountain->perlinMap3D(x, y, z);
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noise_mount_height->perlinMap2D(x, z);
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}
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if (spflags & MGV7_RIDGES) {
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noise_ridge->perlinMap3D(x, y, z);
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noise_ridge_uwater->perlinMap2D(x, z);
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}
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noise_height_select->perlinMap2D(x, z);
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if (flags & MG_CAVES) {
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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}
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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if (node_max.Y >= water_level) {
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noise_filler_depth->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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if (spflags & MGV7_MOUNTAINS) {
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noise_mountain->perlinMap3D(x, y, z);
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noise_mount_height->perlinMap2D(x, z);
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}
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if (spflags & MGV7_RIDGES) {
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noise_ridge->perlinMap3D(x, y, z);
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noise_ridge_uwater->perlinMap2D(x, z);
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}
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}
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//printf("calculateNoise: %dus\n", t.stop());
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}
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@ -469,7 +469,7 @@ int MapgenV7::generateBaseTerrain()
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int MapgenV7::generateMountainTerrain(int ymax)
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{
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if (node_max.Y <= water_level)
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if (node_max.Y < water_level)
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return ymax;
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MapNode n_stone(c_stone);
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@ -500,6 +500,9 @@ int MapgenV7::generateMountainTerrain(int ymax)
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void MapgenV7::generateRidgeTerrain()
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{
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if (node_max.Y < water_level)
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return;
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MapNode n_water(c_water_source);
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MapNode n_air(CONTENT_AIR);
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u32 index = 0;
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@ -637,12 +640,12 @@ void MapgenV7::generateBiomes()
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void MapgenV7::dustTopNodes()
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{
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if (node_max.Y < water_level)
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return;
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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if (water_level > node_max.Y)
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return;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = (Biome *)bmgr->get(biomemap[index]);
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