#include "world.h" bool tc_generate_default_terrain_chunk(tc_worldgen_s *gen, tc_chunk_s *chunk) { tc_block_s block; block.type_identifier = 1 | TC_BLOCK_OPAQUE_BIT; block.position.x = 0.0f; block.position.y = 0.0f; block.position.z = 0.0f; tc_block_s grass; grass.type_identifier = 2 | TC_BLOCK_OPAQUE_BIT; if(chunk->position.y > 0) return true; uint32_t x_in_chunk = 0; uint32_t y_in_chunk = 0; uint32_t z_in_chunk = 0; while(x_in_chunk < 32) { y_in_chunk = 0; while(y_in_chunk < 32) { z_in_chunk = 0; while(z_in_chunk < 32) { tc_set_block_in_chunk(chunk, x_in_chunk, y_in_chunk, z_in_chunk, block); ++z_in_chunk; } ++y_in_chunk; } ++x_in_chunk; } if(chunk->position.y == 0) { x_in_chunk = 0; while(x_in_chunk < 32) { z_in_chunk = 0; while(z_in_chunk < 32) { tc_set_block_in_chunk(chunk, x_in_chunk, 31, z_in_chunk, grass); ++z_in_chunk; } ++x_in_chunk; } } return true; }