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#include "terrain_generator.h"
#include <noise/noise.h>
#include "noiseutils/noiseutils.h"
using namespace noise;
TerrainGenerator::TerrainGenerator(int seed, fs::path root) : TerrainLoader(root) {
this->seed = seed;
}
float *TerrainGenerator::generate_heights(int64_t x, int64_t y, unsigned int width, unsigned int height) {
const double scale_factor = 0.004;
module::Perlin mod;
mod.SetSeed(seed);
utils::NoiseMap heightmap;
utils::NoiseMapBuilderPlane heightmap_builder;
heightmap_builder.SetSourceModule(mod);
heightmap_builder.SetDestNoiseMap(heightmap);
heightmap_builder.SetDestSize(width, height);
// subtract by one due to chunk overlapping
heightmap_builder.SetBounds((double)(x-1) * scale_factor, (double)(x-1+width) * scale_factor,
(double)(y-1) * scale_factor, (double)(y-1+height) * scale_factor);
heightmap_builder.Build();
float *heights = new float[width*height];
for(unsigned int i = 0; i < width; i++) {
for(unsigned int j = 0; j < height; j++) {
heights[i*height + j] = 50*(1+heightmap.GetValue(i, j));
}
}
save_chunk(heights, x, y, width, height);
return heights;
}
float *TerrainGenerator::get_chunk(int64_t x, int64_t y, unsigned int width, unsigned int height) {
float *h;
if(has_chunk(x, y))
h = load_chunk(x, y, width, height);
else
h = generate_heights(x, y, width, height);
return h;
}
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