Core: Optimise pixel, space, rainbow map types to be 6-7 times faster.

This commit is contained in:
UnknownShadow200 2016-10-03 18:18:53 +11:00
parent 5b68152ff4
commit e69498af48
2 changed files with 59 additions and 55 deletions

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@ -34,7 +34,7 @@ namespace MCGalaxy.SQL {
public abstract BulkTransaction CreateBulk();
/// <summary> Returns a new ParameterisedQuery instance, which executes sql statements
/// and manages binding of parameteries for sql queries. </summary>
/// and manages binding of parameters for sql queries. </summary>
public abstract ParameterisedQuery CreateParameterised();
/// <summary> Returns the shared static ParamterisedQuery instance, that is only used

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@ -51,77 +51,60 @@ namespace MCGalaxy.Generator {
}
return true;
}
unsafe static void MapSet(int width, int length, byte* ptr, int yStart, int yEnd, byte block) {
int start = yStart * length * width;
int end = (yEnd * length + (length - 1)) * width + (width - 1);
Utils.memset((IntPtr)ptr, block, start, end - start + 1);
static bool GenEmpty(MapGenArgs args) {
int maxX = args.Level.Width - 1, maxZ = args.Level.Length - 1;
Cuboid(args, 0, 0, 0, maxX, 0, maxZ, () => Block.blackrock);
return true;
}
static bool GenPixel(MapGenArgs args) {
int width = args.Level.Width, height = args.Level.Height, length = args.Level.Length;
int index = 0;
byte[] blocks = args.Level.blocks;
int maxX = args.Level.Width - 1, maxY = args.Level.Height - 1, maxZ = args.Level.Length - 1;
Func<byte> block = () => Block.white;
for (int y = 0; y < height; ++y)
for (int z = 0; z < length; ++z)
for (int x = 0; x < width; ++x)
{
if (y == 0)
blocks[index] = Block.blackrock;
else if (x == 0 || x == width - 1 || z == 0 || z == length - 1)
blocks[index] = Block.white;
index++;
}
return true;
}
static bool GenEmpty(MapGenArgs args) {
int width = args.Level.Width, length = args.Level.Length;
int index = 0;
byte[] blocks = args.Level.blocks;
// Cuboid the four walls
Cuboid(args, 0, 1, 0, maxX, maxY, 0, block);
Cuboid(args, 0, 1, maxZ, maxX, maxY, maxZ, block);
Cuboid(args, 0, 1, 0, 0, maxY, maxZ, block);
Cuboid(args, maxX, 1, 0, maxX, maxY, maxZ, block);
for (int z = 0; z < length; ++z)
for (int x = 0; x < width; ++x)
{
blocks[index++] = Block.blackrock;
}
// Cuboid base
Cuboid(args, 0, 0, 0, maxX, 0, maxZ, () => Block.blackrock);
return true;
}
static bool GenSpace(MapGenArgs args) {
int maxX = args.Level.Width - 1, maxY = args.Level.Height - 1, maxZ = args.Level.Length - 1;
Random rand = args.UseSeed ? new Random(args.Seed) : new Random();
int width = args.Level.Width, height = args.Level.Height, length = args.Level.Length;
int index = 0;
byte[] blocks = args.Level.blocks;
Func<byte> block = () => rand.Next(100) == 0 ? Block.iron : Block.obsidian;
// Cuboid the four walls
Cuboid(args, 0, 2, 0, maxX, maxY, 0, block);
Cuboid(args, 0, 2, maxZ, maxX, maxY, maxZ, block);
Cuboid(args, 0, 2, 0, 0, maxY, maxZ, block);
Cuboid(args, maxX, 2, 0, maxX, maxY, maxZ, block);
for (int y = 0; y < height; ++y)
for (int z = 0; z < length; ++z)
for (int x = 0; x < width; ++x)
{
if (y == 0)
blocks[index] = Block.blackrock;
else if (x == 0 || x == width - 1 || z == 0 || z == length - 1 || y == 1 || y == height - 1)
blocks[index] = rand.Next(100) == 0 ? Block.iron : Block.obsidian;
index++;
}
// Cuboid base and top
Cuboid(args, 0, 0, 0, maxX, 0, maxZ, () => Block.blackrock);
Cuboid(args, 0, 1, 0, maxX, 1, maxZ, block);
Cuboid(args, 0, maxY, 0, maxX, maxY, maxZ, block);
return true;
}
static bool GenRainbow(MapGenArgs args) {
int maxX = args.Level.Width - 1, maxY = args.Level.Height - 1, maxZ = args.Level.Length - 1;
Random rand = args.UseSeed ? new Random(args.Seed) : new Random();
int width = args.Level.Width, height = args.Level.Height, length = args.Level.Length;
int index = 0;
byte[] blocks = args.Level.blocks;
Func<byte> block = () => (byte)rand.Next(Block.red, Block.white);
// Cuboid the four walls
Cuboid(args, 0, 1, 0, maxX, maxY, 0, block);
Cuboid(args, 0, 1, maxZ, maxX, maxY, maxZ, block);
Cuboid(args, 0, 1, 0, 0, maxY, maxZ, block);
Cuboid(args, maxX, 1, 0, maxX, maxY, maxZ, block);
for (int y = 0; y < height; ++y)
for (int z = 0; z < length; ++z)
for (int x = 0; x < width; ++x)
{
if (y == 0 || y == height - 1 || x == 0 || x == width - 1 || z == 0 || z == length - 1)
blocks[index] = (byte)rand.Next(Block.red, Block.white);
index++;
}
// Cuboid base and top
Cuboid(args, 0, 0, 0, maxX, 0, maxZ, block);
Cuboid(args, 0, maxY, 0, maxX, maxY, maxZ, block);
return true;
}
@ -153,8 +136,29 @@ namespace MCGalaxy.Generator {
return GenSimple(args);
}
static bool GenSimple(MapGenArgs args) {
return new RealisticMapGen().GenerateMap(args);
}
unsafe static void MapSet(int width, int length, byte* ptr,
int yStart, int yEnd, byte block) {
int start = (yStart * length) * width;
int end = (yEnd * length + (length - 1)) * width + (width - 1);
Utils.memset((IntPtr)ptr, block, start, end - start + 1);
}
static void Cuboid(MapGenArgs args, int minX, int minY, int minZ,
int maxX, int maxY, int maxZ, Func<byte> block) {
int width = args.Level.Width, height = args.Level.Height, length = args.Level.Length;
byte[] blocks = args.Level.blocks;
for (int y = minY; y <= maxY; y++)
for (int z = minZ; z <= maxZ; z++)
for (int x = minX; x <= maxX; x++)
{
blocks[x + width * (z + y * length)] = block();
}
}
}
}