MinedMap/src/World/Block.hpp
Matthias Schiffer 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 #1.
2018-11-08 17:49:28 +01:00

57 lines
1.9 KiB
C++

/*
Copyright (c) 2015, Matthias Schiffer <mschiffer@universe-factory.net>
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "../NBT/CompoundTag.hpp"
#include "../Resource/Biome.hpp"
#include "../Resource/BlockType.hpp"
namespace MinedMap {
namespace World {
struct Block {
const Resource::BlockType *type;
unsigned height;
uint8_t blockLight;
uint8_t biome;
Resource::Color getColor() const {
if (!type || !type->opaque)
return Resource::Color {};
return (Resource::BIOMES[biome] ?: Resource::BIOME_DEFAULT)->getBlockColor(type, height);
}
operator bool() const {
return type;
}
};
}
}