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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 00:15:11 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 00:15:11 +0000 |
commit | 1e7e08f72f2b9abf8bf2e751f4255c177e1c1ca0 (patch) | |
tree | 14a4ad1ab28ae51ca21af0422506369f116b21cd /game | |
parent | Mesh split, bogeys follow rails. (diff) | |
download | ilt-1e7e08f72f2b9abf8bf2e751f4255c177e1c1ca0.tar.bz2 ilt-1e7e08f72f2b9abf8bf2e751f4255c177e1c1ca0.tar.xz ilt-1e7e08f72f2b9abf8bf2e751f4255c177e1c1ca0.zip |
Create smoother terrain
Diffstat (limited to 'game')
-rw-r--r-- | game/terrain.cpp | 11 |
1 files changed, 7 insertions, 4 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp index 1ec5074..83116fc 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -39,22 +39,25 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex // Add hills std::mt19937 gen(std::random_device {}()); std::uniform_int_distribution<> rpos(2, size - 2); - std::uniform_int_distribution<> rsize(10, 20); + std::uniform_int_distribution<> rsize(10, 30); std::uniform_int_distribution<> rheight(1, 3); for (int h = 0; h < 500;) { const glm::ivec2 hpos {rpos(gen), rpos(gen)}; const glm::ivec2 hsize {rsize(gen), rsize(gen)}; if (const auto lim1 = hpos - hsize; lim1.x > 0 && lim1.y > 0) { if (const auto lim2 = hpos + hsize; lim2.x < size && lim2.y < size) { - auto height {rheight(gen)}; + const float height = rheight(gen); const glm::ivec2 hsizesqrd {hsize.x * hsize.x, hsize.y * hsize.y}; for (auto z = lim1.y; z < lim2.y; z += 1) { for (auto x = lim1.x; x < lim2.x; x += 1) { const auto dist {hpos - glm::ivec2 {x, z}}; const glm::ivec2 distsqrd {dist.x * dist.x, dist.y * dist.y}; - if ((pow(x - hpos.x, 2) / pow(hsize.x, 2)) + (pow(z - hpos.y, 2) / pow(hsize.y, 2)) <= 1.0) { + const auto out { + (pow(x - hpos.x, 2) / pow(hsize.x, 2)) + (pow(z - hpos.y, 2) / pow(hsize.y, 2))}; + if (out <= 1.0) { auto & vertex = vertices[x + (z * size)]; - vertex.pos.y += height; + const auto m {1.F / (7.F * out - 8.F) + 1.F}; + vertex.pos.y += height * m; } } } |