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.
This commit is contained in:
paramat 2016-03-13 07:56:27 +00:00
parent c0b6986e38
commit bb2ee54d3b
5 changed files with 30 additions and 0 deletions

View File

@ -573,6 +573,12 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1; for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) { y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
// 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.
if (y > node_max.Y)
continue;
content_t c = vm->m_data[vi].getContent(); content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top || if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) { c == biome->c_water) {

View File

@ -701,6 +701,12 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1; for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) { y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
// 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.
if (y > node_max.Y)
continue;
content_t c = vm->m_data[vi].getContent(); content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top || if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) { c == biome->c_water) {

View File

@ -519,6 +519,12 @@ void MapgenV5::generateCaves(int max_stone_y)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z); u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) { for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
// 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.
if (y > node_max.Y)
continue;
float d1 = contour(noise_cave1->result[index]); float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]); float d2 = contour(noise_cave2->result[index]);
if (d1 * d2 > 0.125f) { if (d1 * d2 > 0.125f) {

View File

@ -883,6 +883,12 @@ void MapgenV7::generateCaves(s16 max_stone_y)
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1; for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) { y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
// 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.
if (y > node_max.Y)
continue;
content_t c = vm->m_data[vi].getContent(); content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top || if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) { c == biome->c_water) {

View File

@ -931,6 +931,12 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
for (s16 y = node_max.Y + 1; for (s16 y = node_max.Y + 1;
y >= node_min.Y - 1; y >= node_min.Y - 1;
y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) { y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
// 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.
if (y > node_max.Y)
continue;
float terrain = noise_terrain_height->result[index_2d]; float terrain = noise_terrain_height->result[index_2d];
// Saves some time. // Saves some time.