noise texture generator: multithreded

Former-commit-id: 4d9539a53aa058eff1fe47f6fce95528a44dff40
Former-commit-id: a0301f167412d1c67ca0cc6956d9e7683e82efaf
This commit is contained in:
Song Minjae
2016-12-22 13:19:40 +09:00
parent 8a655592d3
commit 2f4d29d7c4
2 changed files with 100 additions and 50 deletions

View File

@@ -3,6 +3,7 @@ package net.torvald.terrarum
import com.sudoplay.joise.Joise import com.sudoplay.joise.Joise
import com.sudoplay.joise.module.* import com.sudoplay.joise.module.*
import net.torvald.terrarum.Terrarum.Companion.STATE_ID_TOOL_NOISEGEN import net.torvald.terrarum.Terrarum.Companion.STATE_ID_TOOL_NOISEGEN
import net.torvald.terrarum.concurrent.ThreadPool
import org.newdawn.slick.Color import org.newdawn.slick.Color
import org.newdawn.slick.GameContainer import org.newdawn.slick.GameContainer
import org.newdawn.slick.Graphics import org.newdawn.slick.Graphics
@@ -16,12 +17,12 @@ import java.util.*
*/ */
class StateNoiseTexGen : BasicGameState() { class StateNoiseTexGen : BasicGameState() {
private val imagesize = 512 companion object {
val imagesize = 512
private val noiseImage = Image(imagesize, imagesize) val noiseImage = Image(imagesize, imagesize)
val sampleDensity = 1.0
private val sampleDensity = 4.0 val noiseMap = Array<FloatArray>(imagesize, { FloatArray(size = imagesize, init = { 0f }) })
}
override fun init(p0: GameContainer?, p1: StateBasedGame?) { override fun init(p0: GameContainer?, p1: StateBasedGame?) {
generateNoiseImage() generateNoiseImage()
@@ -42,12 +43,22 @@ class StateNoiseTexGen : BasicGameState() {
ridged_autocorrect.setRange(0.0, 1.0) ridged_autocorrect.setRange(0.0, 1.0)
ridged_autocorrect.setSource(ridged) ridged_autocorrect.setSource(ridged)
val ridged_scale = ModuleScaleDomain() return Joise(ridged_autocorrect)
ridged_scale.setScaleX(1.0) }
ridged_scale.setScaleY(1.0)
ridged_scale.setSource(ridged_autocorrect)
return Joise(ridged_scale) private fun noiseSmokyFractal(): Joise {
val ridged = ModuleFractal()
ridged.setType(ModuleFractal.FractalType.FBM)
ridged.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
ridged.setNumOctaves(8)
ridged.setFrequency(1.0)
ridged.seed = Random().nextLong()
val ridged_autocorrect = ModuleAutoCorrect()
ridged_autocorrect.setRange(0.0, 1.0)
ridged_autocorrect.setSource(ridged)
return Joise(ridged_autocorrect)
} }
private fun noiseBlobs(): Joise { private fun noiseBlobs(): Joise {
@@ -56,12 +67,11 @@ class StateNoiseTexGen : BasicGameState() {
gradval.setType(ModuleBasisFunction.BasisType.GRADVAL) gradval.setType(ModuleBasisFunction.BasisType.GRADVAL)
gradval.setInterpolation(ModuleBasisFunction.InterpolationType.QUINTIC) gradval.setInterpolation(ModuleBasisFunction.InterpolationType.QUINTIC)
val gradval_scale = ModuleScaleDomain() val gradval_autocorrect = ModuleAutoCorrect()
gradval_scale.setScaleX(1.0) gradval_autocorrect.setRange(0.0, 1.0)
gradval_scale.setScaleY(1.0) gradval_autocorrect.setSource(gradval)
gradval_scale.setSource(gradval)
return Joise(gradval_scale) return Joise(gradval_autocorrect)
} }
private fun noiseSimplex(): Joise { private fun noiseSimplex(): Joise {
@@ -72,12 +82,11 @@ class StateNoiseTexGen : BasicGameState() {
simplex.setNumOctaves(2) simplex.setNumOctaves(2)
simplex.setFrequency(1.0) simplex.setFrequency(1.0)
val simplex_scale = ModuleScaleDomain() val simplex_autocorrect = ModuleAutoCorrect()
simplex_scale.setScaleX(1.0) simplex_autocorrect.setRange(0.0, 1.0)
simplex_scale.setScaleY(1.0) simplex_autocorrect.setSource(simplex)
simplex_scale.setSource(simplex)
return Joise(simplex_scale) return Joise(simplex_autocorrect)
} }
private fun noiseCellular(): Joise { private fun noiseCellular(): Joise {
@@ -86,48 +95,59 @@ class StateNoiseTexGen : BasicGameState() {
val cellular = ModuleCellular() val cellular = ModuleCellular()
cellular.setCellularSource(cellgen) cellular.setCellularSource(cellgen)
cellular.setCoefficients(-1.0, 1.0, 0.0, 0.0)
return Joise(cellular) val cellular_autocorrect = ModuleAutoCorrect()
cellular_autocorrect.setRange(0.0, 1.0)
cellular_autocorrect.setSource(cellular)
return Joise(cellular_autocorrect)
} }
fun generateNoiseImage() { fun generateNoiseImage() {
val noiseModule = noiseCellular() val noiseModule = noiseSmokyFractal() // change noise function here
noiseImage.graphics.background = Color.black noiseImage.graphics.background = Color.black
for (sy in 0..imagesize - 1) { for (y in 0..imagesize - 1) {
for (sx in 0..imagesize - 1) { for (x in 0..imagesize - 1) {
val y = sy.toDouble() / imagesize noiseMap[y][x] = 0f
val x = sx.toDouble() / imagesize
val sampleOffset = sampleDensity
// 4-D toroidal sampling (looped H and V)
val sampleTheta1 = x * Math.PI * 2.0
val sampleTheta2 = y * Math.PI * 2.0
val sampleX = Math.sin(sampleTheta1) * sampleDensity + sampleDensity
val sampleY = Math.cos(sampleTheta1) * sampleDensity + sampleDensity
val sampleZ = Math.sin(sampleTheta2) * sampleDensity + sampleDensity
val sampleW = Math.cos(sampleTheta2) * sampleDensity + sampleDensity
val noise = noiseModule.get(
sampleX, sampleY, sampleZ, sampleW
).plus(1.0).div(2.0)
noiseImage.graphics.color = Color(noise.toFloat(), noise.toFloat(), noise.toFloat())
noiseImage.graphics.fillRect(sx.toFloat(), sy.toFloat(), 1f, 1f)
} }
} }
noiseImage.graphics.flush() for (i in 0..Terrarum.CORES - 1) {
ThreadPool.map(
i,
ThreadRunNoiseSampling(
((imagesize / Terrarum.CORES) * i),
((imagesize / Terrarum.CORES) * i.plus(1)) - 1,
noiseModule
),
"SampleJoiseMap"
)
}
ThreadPool.startAll()
} }
override fun update(p0: GameContainer?, p1: StateBasedGame?, p2: Int) { override fun update(gc: GameContainer, sbg: StateBasedGame, delta: Int) {
Terrarum.appgc.setTitle("${Terrarum.NAME} — F: ${Terrarum.appgc.fps}")
} }
override fun getID() = STATE_ID_TOOL_NOISEGEN override fun getID() = STATE_ID_TOOL_NOISEGEN
override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) { override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
for (sy in 0..imagesize - 1) {
for (sx in 0..imagesize - 1) {
val noise = noiseMap[sy][sx]
noiseImage.graphics.color = Color(noise, noise, noise)
noiseImage.graphics.fillRect(sx.toFloat(), sy.toFloat(), 1f, 1f)
}
}
noiseImage.graphics.flush()
g.background = Color.cyan g.background = Color.cyan
g.drawImage(noiseImage, g.drawImage(noiseImage,
Terrarum.WIDTH.minus(imagesize).div(2).toFloat(), Terrarum.WIDTH.minus(imagesize).div(2).toFloat(),
@@ -141,4 +161,34 @@ class StateNoiseTexGen : BasicGameState() {
generateNoiseImage() generateNoiseImage()
} }
} }
class ThreadRunNoiseSampling(val startIndex: Int, val endIndex: Int, val joise: Joise) : Runnable {
override fun run() {
for (sy in startIndex..endIndex) {
for (sx in 0..imagesize - 1) {
val y = sy.toDouble() / imagesize
val x = sx.toDouble() / imagesize
val sampleOffset = sampleDensity
// 4-D toroidal sampling (looped H and V)
val sampleTheta1 = x * Math.PI * 2.0
val sampleTheta2 = y * Math.PI * 2.0
val sampleX = Math.sin(sampleTheta1) * sampleDensity + sampleDensity
val sampleY = Math.cos(sampleTheta1) * sampleDensity + sampleDensity
val sampleZ = Math.sin(sampleTheta2) * sampleDensity + sampleDensity
val sampleW = Math.cos(sampleTheta2) * sampleDensity + sampleDensity
val noise = joise.get(
sampleX, sampleY, sampleZ, sampleW
) // autocorrection REQUIRED!
noiseMap[sy][sx] = noise.toFloat()
//noiseImage.graphics.color = Color(noise.toFloat(), noise.toFloat(), noise.toFloat())
//noiseImage.graphics.fillRect(sx.toFloat(), sy.toFloat(), 1f, 1f)
}
}
}
}
} }

View File

@@ -111,10 +111,10 @@ constructor(gamename: String) : StateBasedGame(gamename) {
//addState(StateSplash()) //addState(StateSplash())
//addState(StateMonitorCheck()) //addState(StateMonitorCheck())
//addState(StateFontTester()) //addState(StateFontTester())
//addState(StateNoiseTexGen()) addState(StateNoiseTexGen())
ingame = StateInGame() //ingame = StateInGame()
addState(ingame) //addState(ingame)
} }
companion object { companion object {
@@ -219,7 +219,7 @@ constructor(gamename: String) : StateBasedGame(gamename) {
val CONTROLLER_DEADZONE = 0.1f val CONTROLLER_DEADZONE = 0.1f
/** Available CPU cores */ /** Available CPU cores */
val CORES = Runtime.getRuntime().availableProcessors(); val CORES = Runtime.getRuntime().availableProcessors()
/** /**
* If the game is multithreading. * If the game is multithreading.