Esempio n. 1
0
  public static void generatePerlinImages() {
    Random random = new Random();
    // Create a seeded noise generator
    Noise n = new Noise(random.nextInt());

    // Prepare two arrays to fill with ARGB values
    // The images' size will be 800 by 600 pixels
    int[][] argbColor = new int[800][600];
    int[][] argbGreyscale = new int[800][600];

    for (int y = 0; y < argbColor.length; y++) {
      for (int x = 0; x < argbColor[0].length; x++) {
        // Generate a noise value for the coordinate (x,y)
        float noiseValue = 0;
        noiseValue += scale256(n.interpolatedNoise(x * 0.01f, y * 0.01f));
        noiseValue += scale256(n.interpolatedNoise(x * 0.02f, y * 0.02f));
        noiseValue += scale256(n.interpolatedNoise(x * 0.04f, y * 0.04f));
        noiseValue += scale256(n.interpolatedNoise(x * 0.08f, y * 0.08f));
        int roundedValue = Math.round(noiseValue / 4f);

        // Generate a color and a greyscale ARGB value based on that noise value
        int colorValue = getARGBColor(roundedValue);
        int greyscaleValue = getARGBGreyscale(roundedValue);
        argbColor[y][x] = colorValue;
        argbGreyscale[y][x] = greyscaleValue;
      }
    }

    // Convert the arrays to buffered PNG-Images
    BufferedImage colorImage = ImageExporter.convertRGBArray(argbColor);
    BufferedImage greyscaleImage = ImageExporter.convertRGBArray(argbGreyscale);
    // Save those PNG-Images to the file system
    ImageExporter.saveAsFile("perlinColor.png", colorImage);
    ImageExporter.saveAsFile("perlinGreyscale.png", greyscaleImage);
  }
Esempio n. 2
0
  protected void transformInverse(int x, int y, float[] out) {
    float nx = m00 * x + m01 * y;
    float ny = m10 * x + m11 * y;
    nx /= scale;
    ny /= scale * stretch;

    if (turbulence == 1.0f) {
      out[0] = x + amount * Noise.noise3(nx + 0.5f, ny, time);
      out[1] = y + amount * Noise.noise3(nx, ny + 0.5f, time);
    } else {
      out[0] = x + amount * Noise.turbulence3(nx + 0.5f, ny, turbulence, time);
      out[1] = y + amount * Noise.turbulence3(nx, ny + 0.5f, turbulence, time);
    }
  }
Esempio n. 3
0
  /**
   * Returns Fractional Brownian Motion at the given position.
   *
   * @param x Position on the x-axis
   * @param y Position on the y-axis
   * @return The noise value in the range of the base noise function
   */
  @Override
  public float noise(float x, float y) {
    float result = 0.0f;

    float workingX = x;
    float workingY = y;
    for (int i = 0; i < getOctaves(); i++) {
      result += other.noise(workingX, workingY) * spectralWeights[i];

      workingX *= getLacunarity();
      workingY *= getLacunarity();
    }

    return result * scale;
  }
 @Override
 public double compute(double x, double z) {
   return noise1.compute(x + noise2.compute(x, z), z);
 }
Esempio n. 5
0
  private float checkCube(float x, float y, int cubeX, int cubeY, Point[] results) {
    int numPoints;
    random.setSeed(571 * cubeX + 23 * cubeY);
    switch (gridType) {
      case RANDOM:
      default:
        numPoints = probabilities[random.nextInt() & 0x1fff];
        break;
      case SQUARE:
        numPoints = 1;
        break;
      case HEXAGONAL:
        numPoints = 1;
        break;
      case OCTAGONAL:
        numPoints = 2;
        break;
      case TRIANGULAR:
        numPoints = 2;
        break;
    }
    for (int i = 0; i < numPoints; i++) {
      float px = 0, py = 0;
      float weight = 1.0f;
      switch (gridType) {
        case RANDOM:
          px = random.nextFloat();
          py = random.nextFloat();
          break;
        case SQUARE:
          px = py = 0.5f;
          if (randomness != 0) {
            px += randomness * (random.nextFloat() - 0.5);
            py += randomness * (random.nextFloat() - 0.5);
          }
          break;
        case HEXAGONAL:
          if ((cubeX & 1) == 0) {
            px = 0.75f;
            py = 0;
          } else {
            px = 0.75f;
            py = 0.5f;
          }
          if (randomness != 0) {
            px += randomness * Noise.noise2(271 * (cubeX + px), 271 * (cubeY + py));
            py += randomness * Noise.noise2(271 * (cubeX + px) + 89, 271 * (cubeY + py) + 137);
          }
          break;
        case OCTAGONAL:
          switch (i) {
            case 0:
              px = 0.207f;
              py = 0.207f;
              break;
            case 1:
              px = 0.707f;
              py = 0.707f;
              weight = 1.6f;
              break;
          }
          if (randomness != 0) {
            px += randomness * Noise.noise2(271 * (cubeX + px), 271 * (cubeY + py));
            py += randomness * Noise.noise2(271 * (cubeX + px) + 89, 271 * (cubeY + py) + 137);
          }
          break;
        case TRIANGULAR:
          if ((cubeY & 1) == 0) {
            if (i == 0) {
              px = 0.25f;
              py = 0.35f;
            } else {
              px = 0.75f;
              py = 0.65f;
            }
          } else {
            if (i == 0) {
              px = 0.75f;
              py = 0.35f;
            } else {
              px = 0.25f;
              py = 0.65f;
            }
          }
          if (randomness != 0) {
            px += randomness * Noise.noise2(271 * (cubeX + px), 271 * (cubeY + py));
            py += randomness * Noise.noise2(271 * (cubeX + px) + 89, 271 * (cubeY + py) + 137);
          }
          break;
      }
      float dx = (float) Math.abs(x - px);
      float dy = (float) Math.abs(y - py);
      float d;
      dx *= weight;
      dy *= weight;
      if (distancePower == 1.0f) d = dx + dy;
      else if (distancePower == 2.0f) d = (float) Math.sqrt(dx * dx + dy * dy);
      else
        d =
            (float)
                Math.pow(
                    (float) Math.pow(dx, distancePower) + (float) Math.pow(dy, distancePower),
                    1 / distancePower);

      // Insertion sort the long way round to speed it up a bit
      if (d < results[0].distance) {
        Point p = results[2];
        results[2] = results[1];
        results[1] = results[0];
        results[0] = p;
        p.distance = d;
        p.dx = dx;
        p.dy = dy;
        p.x = cubeX + px;
        p.y = cubeY + py;
      } else if (d < results[1].distance) {
        Point p = results[2];
        results[2] = results[1];
        results[1] = p;
        p.distance = d;
        p.dx = dx;
        p.dy = dy;
        p.x = cubeX + px;
        p.y = cubeY + py;
      } else if (d < results[2].distance) {
        Point p = results[2];
        p.distance = d;
        p.dx = dx;
        p.dy = dy;
        p.x = cubeX + px;
        p.y = cubeY + py;
      }
    }
    return results[2].distance;
  }
 private int displacementMap(int x, int y) {
   return PixelUtils.clamp((int) (127 * (1 + Noise.noise2(x / xScale, y / xScale))));
 }