mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-09 18:14:06 +09:00
noise texture generator: multithreded
Former-commit-id: 4d9539a53aa058eff1fe47f6fce95528a44dff40 Former-commit-id: a0301f167412d1c67ca0cc6956d9e7683e82efaf
This commit is contained in:
@@ -3,6 +3,7 @@ package net.torvald.terrarum
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import com.sudoplay.joise.Joise
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import com.sudoplay.joise.Joise
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import com.sudoplay.joise.module.*
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import com.sudoplay.joise.module.*
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import net.torvald.terrarum.Terrarum.Companion.STATE_ID_TOOL_NOISEGEN
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import net.torvald.terrarum.Terrarum.Companion.STATE_ID_TOOL_NOISEGEN
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import net.torvald.terrarum.concurrent.ThreadPool
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import org.newdawn.slick.Color
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import org.newdawn.slick.Color
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import org.newdawn.slick.GameContainer
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import org.newdawn.slick.GameContainer
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import org.newdawn.slick.Graphics
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import org.newdawn.slick.Graphics
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@@ -16,12 +17,12 @@ import java.util.*
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*/
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*/
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class StateNoiseTexGen : BasicGameState() {
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class StateNoiseTexGen : BasicGameState() {
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private val imagesize = 512
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companion object {
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val imagesize = 512
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private val noiseImage = Image(imagesize, imagesize)
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val noiseImage = Image(imagesize, imagesize)
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val sampleDensity = 1.0
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private val sampleDensity = 4.0
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val noiseMap = Array<FloatArray>(imagesize, { FloatArray(size = imagesize, init = { 0f }) })
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}
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override fun init(p0: GameContainer?, p1: StateBasedGame?) {
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override fun init(p0: GameContainer?, p1: StateBasedGame?) {
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generateNoiseImage()
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generateNoiseImage()
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@@ -42,12 +43,22 @@ class StateNoiseTexGen : BasicGameState() {
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ridged_autocorrect.setRange(0.0, 1.0)
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ridged_autocorrect.setRange(0.0, 1.0)
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ridged_autocorrect.setSource(ridged)
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ridged_autocorrect.setSource(ridged)
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val ridged_scale = ModuleScaleDomain()
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return Joise(ridged_autocorrect)
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ridged_scale.setScaleX(1.0)
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}
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ridged_scale.setScaleY(1.0)
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ridged_scale.setSource(ridged_autocorrect)
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return Joise(ridged_scale)
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private fun noiseSmokyFractal(): Joise {
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val ridged = ModuleFractal()
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ridged.setType(ModuleFractal.FractalType.FBM)
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ridged.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
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ridged.setNumOctaves(8)
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ridged.setFrequency(1.0)
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ridged.seed = Random().nextLong()
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val ridged_autocorrect = ModuleAutoCorrect()
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ridged_autocorrect.setRange(0.0, 1.0)
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ridged_autocorrect.setSource(ridged)
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return Joise(ridged_autocorrect)
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}
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}
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private fun noiseBlobs(): Joise {
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private fun noiseBlobs(): Joise {
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@@ -56,12 +67,11 @@ class StateNoiseTexGen : BasicGameState() {
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gradval.setType(ModuleBasisFunction.BasisType.GRADVAL)
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gradval.setType(ModuleBasisFunction.BasisType.GRADVAL)
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gradval.setInterpolation(ModuleBasisFunction.InterpolationType.QUINTIC)
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gradval.setInterpolation(ModuleBasisFunction.InterpolationType.QUINTIC)
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val gradval_scale = ModuleScaleDomain()
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val gradval_autocorrect = ModuleAutoCorrect()
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gradval_scale.setScaleX(1.0)
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gradval_autocorrect.setRange(0.0, 1.0)
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gradval_scale.setScaleY(1.0)
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gradval_autocorrect.setSource(gradval)
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gradval_scale.setSource(gradval)
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return Joise(gradval_scale)
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return Joise(gradval_autocorrect)
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}
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}
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private fun noiseSimplex(): Joise {
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private fun noiseSimplex(): Joise {
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@@ -72,12 +82,11 @@ class StateNoiseTexGen : BasicGameState() {
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simplex.setNumOctaves(2)
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simplex.setNumOctaves(2)
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simplex.setFrequency(1.0)
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simplex.setFrequency(1.0)
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val simplex_scale = ModuleScaleDomain()
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val simplex_autocorrect = ModuleAutoCorrect()
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simplex_scale.setScaleX(1.0)
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simplex_autocorrect.setRange(0.0, 1.0)
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simplex_scale.setScaleY(1.0)
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simplex_autocorrect.setSource(simplex)
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simplex_scale.setSource(simplex)
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return Joise(simplex_scale)
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return Joise(simplex_autocorrect)
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}
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}
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private fun noiseCellular(): Joise {
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private fun noiseCellular(): Joise {
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@@ -86,48 +95,59 @@ class StateNoiseTexGen : BasicGameState() {
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val cellular = ModuleCellular()
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val cellular = ModuleCellular()
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cellular.setCellularSource(cellgen)
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cellular.setCellularSource(cellgen)
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cellular.setCoefficients(-1.0, 1.0, 0.0, 0.0)
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return Joise(cellular)
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val cellular_autocorrect = ModuleAutoCorrect()
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cellular_autocorrect.setRange(0.0, 1.0)
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cellular_autocorrect.setSource(cellular)
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return Joise(cellular_autocorrect)
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}
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}
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fun generateNoiseImage() {
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fun generateNoiseImage() {
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val noiseModule = noiseCellular()
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val noiseModule = noiseSmokyFractal() // change noise function here
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noiseImage.graphics.background = Color.black
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noiseImage.graphics.background = Color.black
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for (sy in 0..imagesize - 1) {
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for (y in 0..imagesize - 1) {
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for (sx in 0..imagesize - 1) {
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for (x in 0..imagesize - 1) {
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val y = sy.toDouble() / imagesize
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noiseMap[y][x] = 0f
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val x = sx.toDouble() / imagesize
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val sampleOffset = sampleDensity
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// 4-D toroidal sampling (looped H and V)
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val sampleTheta1 = x * Math.PI * 2.0
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val sampleTheta2 = y * Math.PI * 2.0
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val sampleX = Math.sin(sampleTheta1) * sampleDensity + sampleDensity
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val sampleY = Math.cos(sampleTheta1) * sampleDensity + sampleDensity
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val sampleZ = Math.sin(sampleTheta2) * sampleDensity + sampleDensity
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val sampleW = Math.cos(sampleTheta2) * sampleDensity + sampleDensity
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val noise = noiseModule.get(
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sampleX, sampleY, sampleZ, sampleW
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).plus(1.0).div(2.0)
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noiseImage.graphics.color = Color(noise.toFloat(), noise.toFloat(), noise.toFloat())
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noiseImage.graphics.fillRect(sx.toFloat(), sy.toFloat(), 1f, 1f)
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}
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}
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}
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}
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noiseImage.graphics.flush()
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for (i in 0..Terrarum.CORES - 1) {
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ThreadPool.map(
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i,
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ThreadRunNoiseSampling(
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((imagesize / Terrarum.CORES) * i),
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((imagesize / Terrarum.CORES) * i.plus(1)) - 1,
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noiseModule
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),
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"SampleJoiseMap"
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)
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}
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ThreadPool.startAll()
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}
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}
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override fun update(p0: GameContainer?, p1: StateBasedGame?, p2: Int) {
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override fun update(gc: GameContainer, sbg: StateBasedGame, delta: Int) {
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Terrarum.appgc.setTitle("${Terrarum.NAME} — F: ${Terrarum.appgc.fps}")
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}
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}
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override fun getID() = STATE_ID_TOOL_NOISEGEN
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override fun getID() = STATE_ID_TOOL_NOISEGEN
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override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
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override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
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for (sy in 0..imagesize - 1) {
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for (sx in 0..imagesize - 1) {
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val noise = noiseMap[sy][sx]
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noiseImage.graphics.color = Color(noise, noise, noise)
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noiseImage.graphics.fillRect(sx.toFloat(), sy.toFloat(), 1f, 1f)
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}
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}
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noiseImage.graphics.flush()
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g.background = Color.cyan
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g.background = Color.cyan
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g.drawImage(noiseImage,
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g.drawImage(noiseImage,
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Terrarum.WIDTH.minus(imagesize).div(2).toFloat(),
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Terrarum.WIDTH.minus(imagesize).div(2).toFloat(),
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@@ -141,4 +161,34 @@ class StateNoiseTexGen : BasicGameState() {
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generateNoiseImage()
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generateNoiseImage()
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}
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}
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}
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}
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class ThreadRunNoiseSampling(val startIndex: Int, val endIndex: Int, val joise: Joise) : Runnable {
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override fun run() {
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for (sy in startIndex..endIndex) {
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for (sx in 0..imagesize - 1) {
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val y = sy.toDouble() / imagesize
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val x = sx.toDouble() / imagesize
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val sampleOffset = sampleDensity
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// 4-D toroidal sampling (looped H and V)
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val sampleTheta1 = x * Math.PI * 2.0
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val sampleTheta2 = y * Math.PI * 2.0
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val sampleX = Math.sin(sampleTheta1) * sampleDensity + sampleDensity
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val sampleY = Math.cos(sampleTheta1) * sampleDensity + sampleDensity
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val sampleZ = Math.sin(sampleTheta2) * sampleDensity + sampleDensity
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val sampleW = Math.cos(sampleTheta2) * sampleDensity + sampleDensity
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val noise = joise.get(
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sampleX, sampleY, sampleZ, sampleW
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) // autocorrection REQUIRED!
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noiseMap[sy][sx] = noise.toFloat()
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//noiseImage.graphics.color = Color(noise.toFloat(), noise.toFloat(), noise.toFloat())
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//noiseImage.graphics.fillRect(sx.toFloat(), sy.toFloat(), 1f, 1f)
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}
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}
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}
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}
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}
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}
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@@ -111,10 +111,10 @@ constructor(gamename: String) : StateBasedGame(gamename) {
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//addState(StateSplash())
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//addState(StateSplash())
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//addState(StateMonitorCheck())
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//addState(StateMonitorCheck())
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//addState(StateFontTester())
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//addState(StateFontTester())
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//addState(StateNoiseTexGen())
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addState(StateNoiseTexGen())
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ingame = StateInGame()
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//ingame = StateInGame()
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addState(ingame)
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//addState(ingame)
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}
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}
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companion object {
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companion object {
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@@ -219,7 +219,7 @@ constructor(gamename: String) : StateBasedGame(gamename) {
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val CONTROLLER_DEADZONE = 0.1f
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val CONTROLLER_DEADZONE = 0.1f
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/** Available CPU cores */
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/** Available CPU cores */
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val CORES = Runtime.getRuntime().availableProcessors();
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val CORES = Runtime.getRuntime().availableProcessors()
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/**
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/**
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* If the game is multithreading.
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* If the game is multithreading.
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