More sane flower spawning?
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32
terrain.c
32
terrain.c
@ -76,8 +76,8 @@
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#define TREETRUNKCOL 0xF950
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#define TREEBOTTOM -0.333
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#define TREETRUNKWIDTH 0.2
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#define REDFLOWERCOL 0xFF24
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#define YELLOWFLOWERCOL 0xFFF0
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#define REDFLOWERCOL 0xFF13
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#define YELLOWFLOWERCOL 0xFEE0
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#define SEATRANS 0.75
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#define CLOUDTRANSMIN 0.1
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#define CLOUDTRANSMAX 0.2
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@ -189,30 +189,6 @@ uint16_t gen_terrain(struct vec3i pos, haloo3d_obj *model,
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// ns.seed = 0;
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ns.frequency = 0.02;
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ns.fractal_type = FNL_FRACTAL_NONE;
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// for (int fi = 0; fi < 2; fi++) {
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// // Pick a random place for a flower
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// struct vec2 flowerpos = {.x = triedge[0].x + 0.8 * RANDF(),
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// .y = triedge[0].y - 0.8 * RANDF()};
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// float y = calc_barycentric(flowerpos.v, heights, triedge, 2);
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// if (y > 0.2 * fi && y < 0.2 * (fi + 1)) {
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// float nlayer =
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// fnlGetNoise2D(&ns, noisex + flowerpos.x, noisey + flowerpos.y);
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// float scale = 0.04;
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// float vertscale = scale * (1 - 0.5 * RANDF()); // * CHUNKSCALE * 4;
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// if (RANDF() < -nlayer) {
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// haloo3d_obj_addobj(
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// &nl_model, flowers[fi],
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// (struct vec3){
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// .x = flowerpos.x, .y = y + vertscale * 0.5, .z =
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// flowerpos.y},
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// (struct vec3)DEFAULTLOOK,
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// //(struct vec3){.x = -sin(MPI * 0.25), .y = 0, .z = -cos(MPI *
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// // 0.25)},
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// (struct vec3)DEFAULTUP,
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// (struct vec3){.x = scale, .y = vertscale, .z = scale});
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// }
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// }
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// }
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for (int t = 0; t < MAXTREEPERCELL; t++) {
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// We know that the first vec in the first triangle is bl, which is our
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// base to start generating trees
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@ -235,12 +211,12 @@ uint16_t gen_terrain(struct vec3i pos, haloo3d_obj *model,
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.x = treepos.x, .y = y + scale * height, .z = treepos.y},
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(struct vec3)DEFAULTLOOK, (struct vec3)DEFAULTUP,
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(struct vec3){.x = scale, .y = scale * height, .z = scale});
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} else if ((rand() & 1) && y < 0.4 && y > 0 && RANDF() < -nlayer) {
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} else if ((rand() & 3) == 0 && y < 0.4 && y > 0 && RANDF() < -nlayer) {
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// if (y > 0.2 * fi && y < 0.2 * (fi + 1)) {
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float scale = 0.04;
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float vertscale = scale * (1 - 0.5 * RANDF()); // * CHUNKSCALE * 4;
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haloo3d_obj_addobj(
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&nl_model, flowers[y < 0.2],
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&nl_model, flowers[RANDF() * 0.4 > y],
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(struct vec3){
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.x = treepos.x, .y = y + vertscale * 0.5, .z = treepos.y},
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(struct vec3)DEFAULTLOOK,
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