bettola/srv/game/world.cpp

53 lines
1.8 KiB
C++

#include <chrono>
#include <cmath>
#include "world.h"
#include "bettola/game/chunk.h"
#include "bettola/noise/fast_noise_lite.h"
World::World(void) {
_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);
/* Use a different seed for the detail noise. */
_detail_noise.SetSeed(std::chrono::high_resolution_clock::now().time_since_epoch().count()+1);
_detail_noise.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
_detail_noise.SetFrequency(0.2f); /* Higher frequency for smaller details. */
}
BettolaLib::Game::Chunk& World::get_chunk(int x, int z) {
ChunkPos pos = {x, z};
auto it = _chunks.find(pos);
if(it != _chunks.end()) {
return it->second;
}
/* If chunk doesn't exist, generate it. */
BettolaLib::Game::Chunk& new_chunk = _chunks[pos];
_generate_chunk(new_chunk, x, z);
return new_chunk;
}
void World::_generate_chunk(BettolaLib::Game::Chunk& chunk, int chunk_x, int chunk_z) {
for(int z = 0; z < BettolaLib::Game::CHUNK_DATA_HEIGHT; ++z) {
for(int x = 0; x < BettolaLib::Game::CHUNK_DATA_WIDTH; ++x) {
/* Calculate world coordinates. */
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));
/* generate noise value. */
chunk.heightmap[z * BettolaLib::Game::CHUNK_DATA_WIDTH + x] = fabsf(_noise.GetNoise(world_x, world_z));
chunk.detailmap[z * BettolaLib::Game::CHUNK_DATA_WIDTH + x] = _detail_noise.GetNoise(world_x, world_z);
}
}
}