[Add] Fractal noise and random seed to world gen.

This commit is contained in:
Ritchie Cunningham 2025-09-17 19:45:02 +01:00
parent 5d045e2fa7
commit 5678b0f0c3
2 changed files with 17 additions and 9 deletions

View File

@ -1,21 +1,29 @@
#include <chrono>
#include "world.h"
#include "bettola/game/chunk.h"
#include "bettola/noise/fast_noise_lite.h"
World::World(void) {
m_noise.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
m_noise.SetFrequency(0.02f);
_noise.SetSeed(std::chrono::high_resolution_clock::now().time_since_epoch().count());
_noise.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
_noise.SetFrequency(0.02f);
_noise.SetFractalType(FastNoiseLite::FractalType_FBm);
_noise.SetFractalOctaves(5);
_noise.SetFractalLacunarity(2.0f);
_noise.SetFractalGain(0.5);
}
BettolaLib::Game::Chunk& World::get_chunk(int x, int z) {
ChunkPos pos = {x, z};
auto it = m_chunks.find(pos);
if(it != m_chunks.end()) {
auto it = _chunks.find(pos);
if(it != _chunks.end()) {
return it->second;
}
/* If chunk doesn't exist, generate it. */
BettolaLib::Game::Chunk& new_chunk = m_chunks[pos];
BettolaLib::Game::Chunk& new_chunk = _chunks[pos];
_generate_chunk(new_chunk, x, z);
return new_chunk;
}
@ -27,10 +35,10 @@ void World::_generate_chunk(BettolaLib::Game::Chunk& chunk, int chunk_x, int chu
float world_x = (float)(chunk_x * (BettolaLib::Game::CHUNK_WIDTH - 1)
+ (x - BettolaLib::Game::CHUNK_BORDER_SIZE));
float world_z = (float)(chunk_z * (BettolaLib::Game::CHUNK_HEIGHT - 1)
+ (z + BettolaLib::Game::CHUNK_BORDER_SIZE));
+ (z - BettolaLib::Game::CHUNK_BORDER_SIZE));
/* generate noise value. */
chunk.heightmap[z * BettolaLib::Game::CHUNK_DATA_WIDTH + x] = m_noise.GetNoise(world_x, world_z);
chunk.heightmap[z * BettolaLib::Game::CHUNK_DATA_WIDTH + x] = _noise.GetNoise(world_x, world_z);
}
}
}

View File

@ -23,7 +23,7 @@ public:
private:
void _generate_chunk(BettolaLib::Game::Chunk& chunk, int chunk_x, int chunk_z);
FastNoiseLite m_noise;
std::map<ChunkPos, BettolaLib::Game::Chunk> m_chunks;
FastNoiseLite _noise;
std::map<ChunkPos, BettolaLib::Game::Chunk> _chunks;
};