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