better grass generation (integration to sunlight propagation algorithms)
parent
c32da52104
commit
847a4227b8
93
src/map.cpp
93
src/map.cpp
|
@ -570,6 +570,8 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
|
|||
Starting point gets sunlight.
|
||||
|
||||
Returns the lowest y value of where the sunlight went.
|
||||
|
||||
Mud is turned into grass in where the sunlight stops.
|
||||
*/
|
||||
s16 Map::propagateSunlight(v3s16 start,
|
||||
core::map<v3s16, MapBlock*> & modified_blocks)
|
||||
|
@ -599,7 +601,17 @@ s16 Map::propagateSunlight(v3s16 start,
|
|||
|
||||
modified_blocks.insert(blockpos, block);
|
||||
}
|
||||
else{
|
||||
else
|
||||
{
|
||||
// Turn mud into grass
|
||||
if(n.d == CONTENT_MUD)
|
||||
{
|
||||
n.d = CONTENT_GRASS;
|
||||
block->setNode(relpos, n);
|
||||
modified_blocks.insert(blockpos, block);
|
||||
}
|
||||
|
||||
// Sunlight goes no further
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1912,10 +1924,6 @@ continue_generating:
|
|||
}
|
||||
}
|
||||
|
||||
// This is the basic material of what the visible flat ground
|
||||
// will consist of
|
||||
u8 material = CONTENT_GRASS;
|
||||
|
||||
u8 water_material = CONTENT_WATER;
|
||||
if(g_settings.getBool("endless_water"))
|
||||
water_material = CONTENT_OCEAN;
|
||||
|
@ -1981,7 +1989,66 @@ continue_generating:
|
|||
Calculate material
|
||||
*/
|
||||
|
||||
if(real_y <= surface_y - surface_depth)
|
||||
// If node is over heightmap y, it's air or water
|
||||
if(real_y > surface_y)
|
||||
{
|
||||
// If under water level, it's water
|
||||
if(real_y < WATER_LEVEL)
|
||||
{
|
||||
n.d = water_material;
|
||||
n.setLight(LIGHTBANK_DAY,
|
||||
diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
|
||||
}
|
||||
// else air
|
||||
else
|
||||
n.d = CONTENT_AIR;
|
||||
}
|
||||
// Else it's ground or dungeons (air)
|
||||
else
|
||||
{
|
||||
// Create dungeons
|
||||
if(underground_emptiness[
|
||||
ued*ued*(z0*ued/MAP_BLOCKSIZE)
|
||||
+ued*(y0*ued/MAP_BLOCKSIZE)
|
||||
+(x0*ued/MAP_BLOCKSIZE)])
|
||||
{
|
||||
n.d = CONTENT_AIR;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If it's surface_depth under ground, it's stone
|
||||
if(real_y <= surface_y - surface_depth)
|
||||
{
|
||||
n.d = CONTENT_STONE;
|
||||
}
|
||||
else
|
||||
{
|
||||
// It is mud if it is under the first ground
|
||||
// level or under water
|
||||
if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
|
||||
{
|
||||
n.d = CONTENT_MUD;
|
||||
}
|
||||
else
|
||||
{
|
||||
n.d = CONTENT_GRASS;
|
||||
}
|
||||
|
||||
//n.d = CONTENT_MUD;
|
||||
|
||||
/*// If under water level, it's mud
|
||||
if(real_y < WATER_LEVEL)
|
||||
n.d = CONTENT_MUD;
|
||||
// Only the topmost node is grass
|
||||
else if(real_y <= surface_y - 1)
|
||||
n.d = CONTENT_MUD;
|
||||
else
|
||||
n.d = CONTENT_GRASS;*/
|
||||
}
|
||||
}
|
||||
}
|
||||
#if 0
|
||||
else if(real_y <= surface_y - surface_depth)
|
||||
{
|
||||
// Create dungeons
|
||||
if(underground_emptiness[
|
||||
|
@ -2009,19 +2076,7 @@ continue_generating:
|
|||
else
|
||||
n.d = material;
|
||||
}
|
||||
// If node is over heightmap y
|
||||
else{
|
||||
// If under water level, it's water
|
||||
if(real_y < WATER_LEVEL)
|
||||
{
|
||||
n.d = water_material;
|
||||
n.setLight(LIGHTBANK_DAY,
|
||||
diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
|
||||
}
|
||||
// else air
|
||||
else
|
||||
n.d = CONTENT_AIR;
|
||||
}
|
||||
#endif
|
||||
block->setNode(v3s16(x0,y0,z0), n);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -860,7 +860,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
|||
is_underground is set.
|
||||
|
||||
At the moment, all sunlighted nodes are added to light_sources.
|
||||
TODO: This could be optimized.
|
||||
- SUGG: This could be optimized
|
||||
|
||||
Turns sunglighted mud into grass.
|
||||
*/
|
||||
bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
|
||||
{
|
||||
|
@ -880,10 +882,6 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
|
|||
MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
|
||||
if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
|
||||
{
|
||||
/*if(is_underground)
|
||||
{
|
||||
no_sunlight = true;
|
||||
}*/
|
||||
no_sunlight = true;
|
||||
}
|
||||
}
|
||||
|
@ -891,15 +889,14 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
|
|||
{
|
||||
no_top_block = true;
|
||||
|
||||
// TODO: This makes over-ground roofed places sunlighted
|
||||
// NOTE: This makes over-ground roofed places sunlighted
|
||||
// Assume sunlight, unless is_underground==true
|
||||
if(is_underground)
|
||||
{
|
||||
no_sunlight = true;
|
||||
}
|
||||
|
||||
// TODO: There has to be some way to allow this behaviour
|
||||
// As of now, it just makes everything dark.
|
||||
// NOTE: As of now, it just would make everything dark.
|
||||
// No sunlight here
|
||||
//no_sunlight = true;
|
||||
}
|
||||
|
@ -928,7 +925,15 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
|
|||
|
||||
light_sources.insert(pos_relative + pos, true);
|
||||
}
|
||||
else{
|
||||
else
|
||||
{
|
||||
// Turn mud into grass
|
||||
if(n.d == CONTENT_MUD)
|
||||
{
|
||||
n.d = CONTENT_GRASS;
|
||||
}
|
||||
|
||||
// Sunlight goes no further
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -311,6 +311,7 @@ public:
|
|||
void updateMeshes(s32 first_i=0);*/
|
||||
#endif // !SERVER
|
||||
|
||||
// See comments in mapblock.cpp
|
||||
bool propagateSunlight(core::map<v3s16, bool> & light_sources);
|
||||
|
||||
// Copies data to VoxelManipulator to getPosRelative()
|
||||
|
|
Loading…
Reference in New Issue