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mesh.cpp
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#include "mesh.hpp"
#include "FastNoise.h"
#include "glad.h"
#include "shader.hpp"
#include <stdint.h>
#include <stdlib.h>
#include <time.h>
float perlinize(float x, float z, FastNoise& perlin) {
float r;
r = perlin.GetNoise(x, z);
return r * 6;
}
glm::vec3 random_color() {
int x1, x2, x3;
float x, y, z;
x1 = rand() % 100;
x2 = rand() % 100;
x3 = rand() % 100;
x = x1 / 100.0f;
y = x2 / 100.0f;
z = x3 / 100.0f;
return glm::vec3(x, y, z);
}
void Mesh::push_coords(float x, float z, int idx) {
float y;
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3(x, y, z));
glm::vec3 color = {0.2f, y / 5, 0.6f};
//color = random_color();
mesh.push_back(color);
}
void Mesh::generate_mesh(std::uint64_t x_size,
std::uint64_t z_size,
bool optimisation) {
if (optimisation) {
for (int x = 1; x <= x_size; x += 2) {
for (int z = 1; z <= z_size; z += 2) {
float y = perlinize(x, z, perlin);
float param = 0.5;
glm::vec3 color = random_color();
// this will be a func uwu
mesh.push_back(glm::vec3(x - param, y, z + param));
//mesh.push_back(color);
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3(x + param, y, z - param));
//mesh.push_back(color);
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3(x - param, y, z - param));
//mesh.push_back(color);
color = random_color();
// triangle 2
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3(x - param, y, z + param));
//mesh.push_back(color);
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3(x + param, y, z + param));
//mesh.push_back(color);
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3(x + param, y, z - param));
//mesh.push_back(color);
color = random_color();
// triangle 3
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3((x + 1) + param, y, (z + 1) + param));
//mesh.push_back(color);
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3((x + 1) + param, y, (z + 1) - param));
//mesh.push_back(color);
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3((x + 1) - param, y, (z + 1) - param));
//mesh.push_back(color);
color = random_color();
// triangle 4
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3((x + 1) - param, y, (z + 1) + param));
//mesh.push_back(color);
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3((x + 1) + param, y, (z + 1) + param));
//mesh.push_back(color);
y = perlinize(x, z, perlin);
mesh.push_back(glm::vec3((x + 1) - param, y, (z + 1) - param));
//mesh.push_back(color);
}
}
} else {
for (int x = 1; x <= x_size; ++x) {
for (int z = 1; z <= z_size; ++z) {
float param = 0.5;
glm::vec3 color = random_color();
// this will be a func uwu
// triangle 1
push_coords(x - param, z + param, 1);
//mesh.push_back(color);
push_coords(x + param, z - param, 2);
//mesh.push_back(color);
push_coords(x - param, z - param, 3);
//mesh.push_back(color);
// triangle 2
//color = random_color();
push_coords(x - param, z + param, 4);
//mesh.push_back(color);
push_coords(x + param, z + param, 5);
//mesh.push_back(color);
push_coords(x + param, z - param, 6);
//mesh.push_back(color);
}
}
}
}
void Mesh::draw() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, mesh.size());
}
Mesh::Mesh() {
perlin.SetFrequency(0.03);
perlin.SetSeed(rand() % 32000);
perlin.SetNoiseType(FastNoise::SimplexFractal);
perlin.SetFractalOctaves(5);
this->generate_mesh(100, 100, 0);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glDepthRange(-100, 100);
// Create a Vertex Buffer Object and copy the vertex data to it
GLuint vbo;
glGenBuffers(1, &vbo);
glEnable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, mesh.size() * sizeof(float) * 3, mesh.data(),
GL_STATIC_DRAW);
Shader sh;
}