- for (size_t i = 1; i < blockType.Size(); ++i) {
- chunk.BlockAt(i) = Block(blockType[i]);
- chunk.BlockAt(i + 257) = Block(blockType[i]);
- chunk.BlockAt(i + 514) = Block(blockType[i]);
- }
- if (false) {
- chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]);
- chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]);
- chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]);
- chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]);
- chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]);
- chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]);
- chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]);
- chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]);
+ if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
+ for (size_t i = 1; i < blockType.Size(); ++i) {
+ chunk.BlockAt(i) = Block(blockType[i]);
+ chunk.BlockAt(i + 257) = Block(blockType[i]);
+ chunk.BlockAt(i + 514) = Block(blockType[i]);
+ }
+ } else {
+ for (int z = 0; z < Chunk::Depth(); ++z) {
+ for (int y = 0; y < Chunk::Height(); ++y) {
+ for (int x = 0; x < Chunk::Width(); ++x) {
+ glm::vec3 block_pos{float(x), float(y), float(z)};
+ glm::vec3 gen_pos = (pos * Chunk::Extent() + block_pos) / 64.0f;
+ float val = blockNoise(gen_pos);
+ if (val > 0.8f) {
+ int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4;
+ chunk.BlockAt(block_pos) = Block(blockType[col_val * 3 + 1]);
+ }
+ }
+ }
+ }