namespace blank {
-Generator::Generator(const Config &config)
+Generator::Generator(const Config &config) noexcept
: solidNoise(config.solid_seed)
, typeNoise(config.type_seed)
-, stretch(config.stretch)
+, stretch(1.0f/config.stretch)
, solid_threshold(config.solid_threshold)
, space(0)
, light(0)
}
-void Generator::operator ()(Chunk &chunk) const {
- chunk.Allocate();
+void Generator::operator ()(Chunk &chunk) const noexcept {
Chunk::Pos pos(chunk.Position());
glm::vec3 coords(pos * Chunk::Extent());
- for (int z = 0; z < Chunk::Depth(); ++z) {
- for (int y = 0; y < Chunk::Height(); ++y) {
- for (int x = 0; x < Chunk::Width(); ++x) {
+ for (int z = 0; z < Chunk::depth; ++z) {
+ for (int y = 0; y < Chunk::height; ++y) {
+ for (int x = 0; x < Chunk::width; ++x) {
Block::Pos block_pos(x, y, z);
- glm::vec3 gen_pos = (coords + block_pos) / stretch;
- float val = solidNoise(gen_pos);
+ glm::vec3 gen_pos = (coords + block_pos) * stretch;
+ float val = OctaveNoise(solidNoise, coords + block_pos, 3, 0.5f, stretch, 2.0f);
if (val > solid_threshold) {
int type_val = int((typeNoise(gen_pos) + 1.0f) * solids.size()) % solids.size();
chunk.SetBlock(block_pos, Block(solids[type_val]));
}
}
unsigned int random = 263167 * pos.x + 2097593 * pos.y + 426389 * pos.z;
- for (int index = 0; index < Chunk::Size(); ++index) {
+ for (int index = 0; index < Chunk::size; ++index) {
if (chunk.IsSurface(index)) {
random = random * 666649 + 7778777;
if ((random % 32) == 0) {