Commit graph

11 commits

Author SHA1 Message Date
0bdf249307
Add biome color computation
Rather than using fixed values for all biomes, generate grass and foliage
colors based on (height-dependent) temperature and rainfall parameters.

This changes a lot of colors; in general, the new colors should be closer
to the actual Minecraft rendering. It also fixes a few colors that were
completely off (like in the badlands biomes) and adds the MC 1.13 biomes
(which were rendered in black).

Some of the newer biomes (warm/cold/... oceans) don't have proper
parameters yet, and we do not derive the water color from the biome yet.

Fixes .
2018-11-08 17:49:28 +01:00
de04cce993
World/Block: return colors as struct instead of uint32_t
Gets rid of a useless byte switch, and removes the arpa/inet.h include,
which is not available on Windows.
2018-07-26 23:18:55 +02:00
210f651807
World: factor out Section handling to a generic interface 2018-07-24 20:06:54 +02:00
4e3a9736b6
World/Block: remove useless blockLight accessor 2018-07-22 16:59:18 +02:00
d73c8b930b Include cleanup
Also remove all uses of unistd.h by replacing unlink with std::rename
2015-02-06 19:51:20 +01:00
9e0bbcf685 Generate light layer 2015-02-03 13:13:12 +01:00
1e5e315816 Chunk: refactor getTopLayer() 2015-02-02 00:46:39 +01:00
9b1d92387d Use biome data 2015-02-01 15:19:18 +01:00
143b9f6c78 Add support for biome colors, fix block type indices 2015-02-01 15:10:07 +01:00
8b09f6f4ec Handle lighting and depth 2015-02-01 14:02:04 +01:00
cd45c4009c Compute top non-air layer
This doesn't yet ignore non-opaque blocks.
2015-02-01 07:47:22 +01:00