forked from Mirrorlandia_minetest/minetest
Biome API: Fix absent water decorations and dust, in deep water (#7470)
Previously, the biomemap was 'BIOME_NONE' for a mapchunk column if a stone surface was not found in it, causing water surface decorations and water surface dust to fail. Store the biome ID of the biome calculated at a water surface and add it to the biomemap if the biomemap is 'BIOME_NONE' for the mapchunk column. The biome calculated at a stone surface still has priority for the biomemap entry, as it should. Edit an incorrect comment.
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525fa9145e
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src/mapgen
@ -655,6 +655,7 @@ void MapgenBasic::generateBiomes()
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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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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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = NULL;
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Biome *biome = NULL;
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biome_t water_biome_index = 0;
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u16 depth_top = 0;
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u16 depth_top = 0;
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u16 base_filler = 0;
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u16 base_filler = 0;
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u16 depth_water_top = 0;
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u16 depth_water_top = 0;
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@ -697,6 +698,11 @@ void MapgenBasic::generateBiomes()
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if (biomemap[index] == BIOME_NONE && is_stone_surface)
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if (biomemap[index] == BIOME_NONE && is_stone_surface)
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biomemap[index] = biome->index;
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biomemap[index] = biome->index;
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// Store biome of first water surface detected, as a fallback
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// entry for the biomemap.
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if (water_biome_index == 0 && is_water_surface)
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water_biome_index = biome->index;
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depth_top = biome->depth_top;
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depth_top = biome->depth_top;
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base_filler = MYMAX(depth_top +
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base_filler = MYMAX(depth_top +
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biome->depth_filler +
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biome->depth_filler +
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@ -763,6 +769,11 @@ void MapgenBasic::generateBiomes()
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VoxelArea::add_y(em, vi, -1);
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VoxelArea::add_y(em, vi, -1);
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}
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}
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// If no stone surface detected in mapchunk column and a water surface
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// biome fallback exists, add it to the biomemap. This avoids water
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// surface decorations failing in deep water.
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if (biomemap[index] == BIOME_NONE && water_biome_index != 0)
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biomemap[index] = water_biome_index;
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}
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}
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}
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}
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@ -194,9 +194,9 @@ BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
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humidmap = noise_humidity->result;
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humidmap = noise_humidity->result;
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biomemap = new biome_t[m_csize.X * m_csize.Z];
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biomemap = new biome_t[m_csize.X * m_csize.Z];
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// Initialise with the ID of the default biome so that cavegen can get
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// Initialise with the ID of 'BIOME_NONE' so that cavegen can get the
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// biomes when biome generation (which calculates the biomemap IDs) is
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// fallback biome when biome generation (which calculates the biomemap IDs)
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// disabled.
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// is disabled.
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memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
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memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
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}
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}
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