diff options
Diffstat (limited to 'game/terrain.cpp')
-rw-r--r-- | game/terrain.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp index a7dd334..79b845d 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -25,7 +25,7 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex // Initial coordinates for (auto y = 0; y < size; y += 1) { for (auto x = 0; x < size; x += 1) { - auto & vertex = vertices[x + (y * size)]; + auto & vertex = vertices[static_cast<std::size_t>(x + (y * size))]; vertex.pos = {resolution * (x - offset), resolution * (y - offset), -1.5}; vertex.normal = up; vertex.texCoord = {x, y}; @@ -35,21 +35,21 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex std::mt19937 gen(std::random_device {}()); std::uniform_int_distribution<> rpos(2, size - 2); std::uniform_int_distribution<> rsize(10, 30); - std::uniform_int_distribution<> rheight(1, 3); + std::uniform_real_distribution<float> 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) { - const auto height = (float)rheight(gen); + const auto height = rheight(gen); const glm::ivec2 hsizesqrd {hsize.x * hsize.x, hsize.y * hsize.y}; 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, 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(y - hpos.y), sq(hsize.y))}; - if (out <= 1.0) { - auto & vertex = vertices[x + (y * size)]; + if (out <= 1.0F) { + auto & vertex = vertices[static_cast<std::size_t>(x + (y * size))]; const auto m {1.F / (7.F * out - 8.F) + 1.F}; vertex.pos.z += height * m; } @@ -72,10 +72,10 @@ Terrain::Terrain(const std::string & fileName) : std::vector<Vertex> vertices; vertices.reserve((map.width * map.height) + 4); - for (auto y = 0; y < map.height; y += 1) { - for (auto x = 0; x < map.width; x += 1) { + for (auto y = 0U; y < map.height; y += 1) { + for (auto x = 0U; x < map.width; x += 1) { 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}, + (map.data[x + (y * map.width)] * 0.1F) - 1.5F}, glm::vec2 {(x % 2) / 2.01, (y % 2) / 2.01}, up); } } |