Mapgen: Fix light in tunnels at mapchunk borders
Don't excavate the overgenerated stone at node_max.Y + 1, this creates a 'roof' over the tunnel, preventing light in tunnels at mapchunk borders when generating mapchunks upwards.
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@ -573,6 +573,12 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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if (y > node_max.Y)
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continue;
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content_t c = vm->m_data[vi].getContent();
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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c == biome->c_water) {
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@ -701,6 +701,12 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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if (y > node_max.Y)
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continue;
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content_t c = vm->m_data[vi].getContent();
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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c == biome->c_water) {
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@ -519,6 +519,12 @@ void MapgenV5::generateCaves(int max_stone_y)
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
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for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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if (y > node_max.Y)
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continue;
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float d1 = contour(noise_cave1->result[index]);
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if (d1 * d2 > 0.125f) {
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if (d1 * d2 > 0.125f) {
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@ -883,6 +883,12 @@ void MapgenV7::generateCaves(s16 max_stone_y)
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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if (y > node_max.Y)
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continue;
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content_t c = vm->m_data[vi].getContent();
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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c == biome->c_water) {
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@ -931,6 +931,12 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
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for (s16 y = node_max.Y + 1;
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for (s16 y = node_max.Y + 1;
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y >= node_min.Y - 1;
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y >= node_min.Y - 1;
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y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
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y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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if (y > node_max.Y)
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continue;
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float terrain = noise_terrain_height->result[index_2d];
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float terrain = noise_terrain_height->result[index_2d];
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// Saves some time.
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// Saves some time.
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