new sunlight and skybox colouring collected from real world measurements (reports TBA)

Former-commit-id: 6abaa1e16d0fd7a71f95bd0265809aad9e34a425
Former-commit-id: bb871bd87072f27b9cc29594f9eed615351df5f8
This commit is contained in:
Song Minjae
2017-01-17 23:42:25 +09:00
parent 47e3ffb6ce
commit bc2c15daa8
11 changed files with 210 additions and 88 deletions

View File

@@ -700,45 +700,21 @@ object WorldGenerator {
)
}
ThreadParallel.startAll()
// FIXME game starts prematurely
/* Console:
[mapgenerator] Seed: 85336530
[mapgenerator] Raising and eroding terrain...
[mapgenerator] Shaping world...
[mapgenerator] Carving caves...
[mapgenerator] Carving caves...
[mapgenerator] Carving caves...
[mapgenerator] Flooding bottom lava...
[mapgenerator] Carving caves...
[mapgenerator] Planting grass...
[mapgenerator] Placing floating islands...
[UIHandler] Creating UI 'ConsoleWindow'
Mon Jun 13 00:43:57 KST 2016 INFO:Offscreen Buffers FBO=true PBUFFER=true PBUFFERRT=false
Mon Jun 13 00:43:57 KST 2016 DEBUG:Creating FBO 2048x256
[UIHandler] Creating UI 'BasicDebugInfoWindow'
Mon Jun 13 00:43:57 KST 2016 INFO:Offscreen Buffers FBO=true PBUFFER=true PBUFFERRT=false
Mon Jun 13 00:43:57 KST 2016 DEBUG:Creating FBO 2048x1024
[UIHandler] Creating UI 'Notification'
Mon Jun 13 00:43:57 KST 2016 INFO:Offscreen Buffers FBO=true PBUFFER=true PBUFFERRT=false
Mon Jun 13 00:43:57 KST 2016 DEBUG:Creating FBO 512x64
[mapgenerator] Collapsing caves...
[mapgenerator] Collapsing caves...
[mapgenerator] Collapsing caves...
[mapgenerator] Collapsing caves...
*/
ThreadParallel.startAllWaitForDie()
}
else {
ThreadProcessNoiseLayers(0, HEIGHT - 1, noiseRecords).run()
}
}
private val islandSpacing = 1024
private fun generateFloatingIslands() {
println("[mapgenerator] Placing floating islands...")
val nIslandsMax = Math.round(world.width * 6f / 8192f)
val nIslandsMin = Math.max(2, Math.round(world.width * 4f / 8192f))
val nIslands = random.nextInt(nIslandsMax - nIslandsMin) + nIslandsMin
val nIslands = random.nextInt(Math.max(1, nIslandsMax - nIslandsMin)) + nIslandsMin
val prevIndex = -1
val tiles = intArrayOf(Tile.AIR, Tile.STONE, Tile.DIRT, Tile.GRASS)
@@ -750,7 +726,7 @@ object WorldGenerator {
}
val island = FloatingIslandsPreset.generatePreset(currentIndex, random)
val startingPosX = random.nextInt(world.width - 2048) + 1024
val startingPosX = random.nextInt(islandSpacing) + islandSpacing * i
val startingPosY = minimumFloatingIsleHeight + random.nextInt(minimumFloatingIsleHeight)
for (j in island.indices) {