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