noise pattern generator (loops x and y)

Former-commit-id: 548612468f454aaf037544e5c3a86deb4f30fc63
Former-commit-id: 1026b3d7420fd5a14117e4c295009dc5831862ad
This commit is contained in:
Song Minjae
2016-12-22 02:02:13 +09:00
parent d5f66a696c
commit a6bb32870d
4 changed files with 198 additions and 81 deletions

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@@ -58,7 +58,7 @@ All rights reserved.
Kotlin translated and modified code Copyright (C) 2016 Minjaesong (Torvald)
---
----
Amazing ambient sound recordings:
@@ -72,7 +72,7 @@ Amazing ambient sound recordings:
Copyright (C) 2012, 2013, 2015, 2016 Klankbeeld
Sound from http://www.freesound.org/people/klankbeeld/
---
----
*OpenComputers*
@@ -96,39 +96,7 @@ Copyright (c) 2013-2015 Florian "Sangar" Nücke
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
---
Modified JNLua from *OpenComputers*
Copyright (c) 2013-2015 Florian "Sangar" Nücke
OpenComputers uses the JNLua library, with a patch to allow memory limits:
http://code.google.com/p/jnlua/issues/detail?id=9
JNLua is copyrighted and licensed as follows:
Copyright (C) 2008,2012 Andre Naef
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
---
----
LuaJ
@@ -151,3 +119,10 @@ Copyright (c) 2007 LuaJ. All rights reserved.
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
----
*FREE Seamless-Textures-Generator-2*
Version 2.0
Photoshop Extension Panel and Actions Set
©2015 the-orange-box.com

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@@ -0,0 +1,142 @@
package net.torvald.terrarum
import com.sudoplay.joise.Joise
import com.sudoplay.joise.module.*
import net.torvald.terrarum.Terrarum.Companion.STATE_ID_TOOL_NOISEGEN
import org.newdawn.slick.Color
import org.newdawn.slick.GameContainer
import org.newdawn.slick.Graphics
import org.newdawn.slick.Image
import org.newdawn.slick.state.BasicGameState
import org.newdawn.slick.state.StateBasedGame
import java.util.*
/**
* Created by SKYHi14 on 2016-12-21.
*/
class StateNoiseTexGen : BasicGameState() {
private val imagesize = 512
private val noiseImage = Image(imagesize, imagesize)
private val sampleDensity = 4.0
override fun init(p0: GameContainer?, p1: StateBasedGame?) {
generateNoiseImage()
println("Press SPACE to generate new noise")
}
private fun noiseRidged(): Joise {
val ridged = ModuleFractal()
ridged.setType(ModuleFractal.FractalType.RIDGEMULTI)
ridged.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
ridged.setNumOctaves(4)
ridged.setFrequency(1.0)
ridged.seed = Random().nextLong()
val ridged_autocorrect = ModuleAutoCorrect()
ridged_autocorrect.setRange(0.0, 1.0)
ridged_autocorrect.setSource(ridged)
val ridged_scale = ModuleScaleDomain()
ridged_scale.setScaleX(1.0)
ridged_scale.setScaleY(1.0)
ridged_scale.setSource(ridged_autocorrect)
return Joise(ridged_scale)
}
private fun noiseBlobs(): Joise {
val gradval = ModuleBasisFunction()
gradval.seed = Random().nextLong()
gradval.setType(ModuleBasisFunction.BasisType.GRADVAL)
gradval.setInterpolation(ModuleBasisFunction.InterpolationType.QUINTIC)
val gradval_scale = ModuleScaleDomain()
gradval_scale.setScaleX(1.0)
gradval_scale.setScaleY(1.0)
gradval_scale.setSource(gradval)
return Joise(gradval_scale)
}
private fun noiseSimplex(): Joise {
val simplex = ModuleFractal()
simplex.seed = Random().nextLong()
simplex.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.SIMPLEX)
simplex.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.LINEAR)
simplex.setNumOctaves(2)
simplex.setFrequency(1.0)
val simplex_scale = ModuleScaleDomain()
simplex_scale.setScaleX(1.0)
simplex_scale.setScaleY(1.0)
simplex_scale.setSource(simplex)
return Joise(simplex_scale)
}
private fun noiseCellular(): Joise {
val cellgen = ModuleCellGen()
cellgen.seed = Random().nextLong()
val cellular = ModuleCellular()
cellular.setCellularSource(cellgen)
return Joise(cellular)
}
fun generateNoiseImage() {
val noiseModule = noiseCellular()
noiseImage.graphics.background = Color.black
for (sy in 0..imagesize - 1) {
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 = 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()
}
override fun update(p0: GameContainer?, p1: StateBasedGame?, p2: Int) {
}
override fun getID() = STATE_ID_TOOL_NOISEGEN
override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
g.background = Color.cyan
g.drawImage(noiseImage,
Terrarum.WIDTH.minus(imagesize).div(2).toFloat(),
Terrarum.HEIGHT.minus(imagesize).div(2).toFloat()
)
}
override fun keyPressed(key: Int, c: Char) {
if (c == ' ') {
println("Generating noise, may take a while")
generateNoiseImage()
}
}
}

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@@ -112,9 +112,10 @@ constructor(gamename: String) : StateBasedGame(gamename) {
//addState(StateSplash())
//addState(StateMonitorCheck())
//addState(StateFontTester())
addState(StateNoiseTexGen())
ingame = StateInGame()
addState(ingame)
//ingame = StateInGame()
//addState(ingame)
}
companion object {
@@ -210,8 +211,10 @@ constructor(gamename: String) : StateBasedGame(gamename) {
val STATE_ID_CONFIG_CALIBRATE = 0x11
val STATE_ID_TEST_FONT = 0x100
val STATE_ID_TEST_TTY = 0x110
val STATE_ID_TEST_SHIT = 0x5617
val STATE_ID_TEST_SHIT = 0x101
val STATE_ID_TEST_TTY = 0x102
val STATE_ID_TOOL_NOISEGEN = 0x200
var hasController = false
val CONTROLLER_DEADZONE = 0.1f

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@@ -18,9 +18,47 @@ internal object ExportMap : ConsoleCommand {
private val colorTable = HashMap<Int, Col4096>()
init {
colorTable.put(Tile.AIR, Col4096(0xCEF))
colorTable.put(Tile.STONE, Col4096(0x888))
colorTable.put(Tile.DIRT, Col4096(0x753))
colorTable.put(Tile.GRASS, Col4096(0x472))
colorTable.put(Tile.ORE_COPPER, Col4096(0x6A8))
colorTable.put(Tile.ORE_IRON, Col4096(0xC75))
colorTable.put(Tile.ORE_GOLD, Col4096(0xA87))
colorTable.put(Tile.ORE_ILMENITE, Col4096(0x8AB))
colorTable.put(Tile.ORE_AURICHALCUM, Col4096(0xD92))
colorTable.put(Tile.ORE_SILVER, Col4096(0xDDD))
colorTable.put(Tile.RAW_DIAMOND, Col4096(0x2BF))
colorTable.put(Tile.RAW_RUBY, Col4096(0xB10))
colorTable.put(Tile.RAW_EMERALD, Col4096(0x0B1))
colorTable.put(Tile.RAW_SAPPHIRE, Col4096(0x01B))
colorTable.put(Tile.RAW_TOPAZ, Col4096(0xC70))
colorTable.put(Tile.RAW_AMETHYST, Col4096(0x70C))
colorTable.put(Tile.WATER, Col4096(0x038))
colorTable.put(Tile.LAVA, Col4096(0xF50))
colorTable.put(Tile.SAND, Col4096(0xDDB))
colorTable.put(Tile.SAND_WHITE, Col4096(0xFFD))
colorTable.put(Tile.SAND_RED, Col4096(0xA32))
colorTable.put(Tile.SAND_DESERT, Col4096(0xEDB))
colorTable.put(Tile.SAND_BLACK, Col4096(0x444))
colorTable.put(Tile.SAND_GREEN, Col4096(0x9A6))
colorTable.put(Tile.GRAVEL, Col4096(0x664))
colorTable.put(Tile.GRAVEL_GREY, Col4096(0x999))
colorTable.put(Tile.ICE_NATURAL, Col4096(0x9AB))
colorTable.put(Tile.ICE_MAGICAL, Col4096(0x7AC))
colorTable.put(Tile.ICE_FRAGILE, Col4096(0x6AF))
colorTable.put(Tile.SNOW, Col4096(0xCDE))
}
override fun execute(args: Array<String>) {
if (args.size == 2) {
buildColorTable()
var mapData = ByteArray(Terrarum.ingame.world.width * Terrarum.ingame.world.height * 3)
var mapDataPointer = 0
@@ -70,47 +108,6 @@ internal object ExportMap : ConsoleCommand {
Echo("Exports current map into echo image.")
Echo("The image can be found at %appdata%/terrarum/Exports")
}
private fun buildColorTable() {
colorTable.put(Tile.AIR, Col4096(0xCEF))
colorTable.put(Tile.STONE, Col4096(0x888))
colorTable.put(Tile.DIRT, Col4096(0x753))
colorTable.put(Tile.GRASS, Col4096(0x472))
colorTable.put(Tile.ORE_COPPER, Col4096(0x6A8))
colorTable.put(Tile.ORE_IRON, Col4096(0xC75))
colorTable.put(Tile.ORE_GOLD, Col4096(0xA87))
colorTable.put(Tile.ORE_ILMENITE, Col4096(0x8AB))
colorTable.put(Tile.ORE_AURICHALCUM, Col4096(0xD92))
colorTable.put(Tile.ORE_SILVER, Col4096(0xDDD))
colorTable.put(Tile.RAW_DIAMOND, Col4096(0x2BF))
colorTable.put(Tile.RAW_RUBY, Col4096(0xB10))
colorTable.put(Tile.RAW_EMERALD, Col4096(0x0B1))
colorTable.put(Tile.RAW_SAPPHIRE, Col4096(0x01B))
colorTable.put(Tile.RAW_TOPAZ, Col4096(0xC70))
colorTable.put(Tile.RAW_AMETHYST, Col4096(0x70C))
colorTable.put(Tile.WATER, Col4096(0x038))
colorTable.put(Tile.LAVA, Col4096(0xF50))
colorTable.put(Tile.SAND, Col4096(0xDDB))
colorTable.put(Tile.SAND_WHITE, Col4096(0xFFD))
colorTable.put(Tile.SAND_RED, Col4096(0xA32))
colorTable.put(Tile.SAND_DESERT, Col4096(0xEDB))
colorTable.put(Tile.SAND_BLACK, Col4096(0x444))
colorTable.put(Tile.SAND_GREEN, Col4096(0x9A6))
colorTable.put(Tile.GRAVEL, Col4096(0x664))
colorTable.put(Tile.GRAVEL_GREY, Col4096(0x999))
colorTable.put(Tile.ICE_NATURAL, Col4096(0x9AB))
colorTable.put(Tile.ICE_MAGICAL, Col4096(0x7AC))
colorTable.put(Tile.ICE_FRAGILE, Col4096(0x6AF))
colorTable.put(Tile.SNOW, Col4096(0xCDE))
}
}