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Added floor pattern for MegaTaiga biomes.

This commit is contained in:
madmaxoft 2013-11-30 13:34:52 +01:00
parent 78f0195d26
commit 754d991b4f

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@ -639,6 +639,10 @@ void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_R
void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ) void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ)
{ {
// Frequencies for the podzol floor selecting noise:
const NOISE_DATATYPE FrequencyX = 8;
const NOISE_DATATYPE FrequencyZ = 8;
EMCSBiome Biome = a_ChunkDesc.GetBiome(a_RelX, a_RelZ); EMCSBiome Biome = a_ChunkDesc.GetBiome(a_RelX, a_RelZ);
switch (Biome) switch (Biome)
{ {
@ -695,7 +699,12 @@ void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, in
case biMegaSpruceTaiga: case biMegaSpruceTaiga:
case biMegaSpruceTaigaHills: case biMegaSpruceTaigaHills:
{ {
FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patPodzol.Get()); // Select the pattern to use - podzol, grass or grassless dirt:
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
const sBlockInfo * Pattern = (Val < -0.9) ? patGrassLess.Get() : ((Val > 0) ? patPodzol.Get() : patGrass.Get());
FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern);
return; return;
} }