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-rw-r--r--game/terrain.cpp59
1 files changed, 29 insertions, 30 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp
index ddfa31b..ed8bca5 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -23,12 +23,12 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex
vertices.resize(verticesCount, {{}, {}, {}});
// Initial coordinates
- for (auto z = 0; z < size; z += 1) {
+ for (auto y = 0; y < size; y += 1) {
for (auto x = 0; x < size; x += 1) {
- auto & vertex = vertices[x + (z * size)];
- vertex.pos = {resolution * (x - offset), -1.5, resolution * (z - offset)};
- vertex.normal = {0, 1, 0};
- vertex.texCoord = {x, z};
+ auto & vertex = vertices[x + (y * size)];
+ vertex.pos = {resolution * (x - offset), resolution * (y - offset), -1.5};
+ vertex.normal = up;
+ vertex.texCoord = {x, y};
}
}
// Add hills
@@ -43,15 +43,15 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex
if (const auto lim2 = hpos + hsize; lim2.x < size && lim2.y < size) {
const auto height = (float)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 y = lim1.y; y < lim2.y; y += 1) {
for (auto x = lim1.x; x < lim2.x; x += 1) {
- const auto dist {hpos - glm::ivec2 {x, z}};
+ const auto dist {hpos - glm::ivec2 {x, y}};
const glm::ivec2 distsqrd {dist.x * dist.x, dist.y * dist.y};
- const auto out {rdiv(sq(x - hpos.x), sq(hsize.x)) + rdiv(sq(z - hpos.y), sq(hsize.y))};
+ const auto out {rdiv(sq(x - hpos.x), sq(hsize.x)) + rdiv(sq(y - hpos.y), sq(hsize.y))};
if (out <= 1.0) {
- auto & vertex = vertices[x + (z * size)];
+ auto & vertex = vertices[x + (y * size)];
const auto m {1.F / (7.F * out - 8.F) + 1.F};
- vertex.pos.y += height * m;
+ vertex.pos.z += height * m;
}
}
}
@@ -72,12 +72,11 @@ Terrain::Terrain(const std::string & fileName) :
std::vector<Vertex> vertices;
vertices.reserve((map.width * map.height) + 4);
- for (auto z = 0; z < map.height; z += 1) {
+ for (auto y = 0; y < map.height; y += 1) {
for (auto x = 0; x < map.width; x += 1) {
- vertices.emplace_back(
- glm::vec3 {resolution * (x - (map.width / 2)), ((float)map.data[x + (z * map.width)] * 0.1F) - 1.5F,
- resolution * (z - (map.height / 2))},
- glm::vec2 {(x % 2) / 2.01, (z % 2) / 2.01}, glm::vec3 {0, 1, 0});
+ vertices.emplace_back(glm::vec3 {resolution * (x - (map.width / 2)), resolution * (y - (map.height / 2)),
+ ((float)map.data[x + (y * map.width)] * 0.1F) - 1.5F},
+ glm::vec2 {(x % 2) / 2.01, (y % 2) / 2.01}, up);
}
}
@@ -93,28 +92,28 @@ Terrain::finish(unsigned int width, unsigned int height, std::vector<Vertex> & v
std::vector<unsigned int> indices;
indices.reserve(indicesCount + 6);
// Indices
- for (auto z = 0U; z < height - 1; z += 1) {
+ for (auto y = 0U; y < height - 1; y += 1) {
for (auto x = 0U; x < width - 1; x += 1) {
- indices.push_back(x + (z * width));
- indices.push_back((x + 1) + ((z + 1) * width));
- indices.push_back((x + 1) + (z * width));
- indices.push_back(x + (z * width));
- indices.push_back(x + ((z + 1) * width));
- indices.push_back((x + 1) + ((z + 1) * width));
+ indices.push_back(x + (y * width));
+ indices.push_back((x + 1) + (y * width));
+ indices.push_back((x + 1) + ((y + 1) * width));
+ indices.push_back(x + (y * width));
+ indices.push_back((x + 1) + ((y + 1) * width));
+ indices.push_back(x + ((y + 1) * width));
}
}
// Normals
- auto v = [&vertices](unsigned int width, unsigned int x, unsigned int z) -> Vertex & {
- return vertices[x + (z * width)];
+ auto v = [&vertices](unsigned int width, unsigned int x, unsigned int y) -> Vertex & {
+ return vertices[x + (y * width)];
};
- for (auto z = 1U; z < height - 1; z += 1) {
+ for (auto y = 1U; y < height - 1; y += 1) {
for (auto x = 1U; x < width - 1; x += 1) {
- const auto a = v(width, x - 1, z).pos;
- const auto b = v(width, x, z - 1).pos;
- const auto c = v(width, x + 1, z).pos;
- const auto d = v(width, x, z + 1).pos;
- v(width, x, z).normal = -glm::normalize(glm::cross(c - a, d - b));
+ const auto a = v(width, x - 1, y).pos;
+ const auto b = v(width, x, y - 1).pos;
+ const auto c = v(width, x + 1, y).pos;
+ const auto d = v(width, x, y + 1).pos;
+ v(width, x, y).normal = -glm::normalize(glm::cross(b - d, a - c));
}
}
meshes.create<Mesh>(vertices, indices);