private void generateHeightmap_Click(object sender, EventArgs e)
        {
            Heightmap heightmap = Heightmap.Instance;

            heightmap.Perturb((float)this.frequency.Value, (float)this.distance.Value);
            // show height map, set up new values
            this.heightmapPicture.Height = heightmap.Height;
            this.heightmapPicture.Width  = heightmap.Width;
            this.heightmapPicture.Image  = heightmap.Texture;
        }
Beispiel #2
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        private void generateHeightmap_Click(object sender, EventArgs e)
        {
            Heightmap heightmap = Heightmap.Instance;

            heightmap.SetDimensions((int)mapWidth.Value, (int)mapHeight.Value);
            heightmap.PerlinNoise((int)octaves.Value, (double)persistence.Value, (double)frequency.Value, (double)amplitude.Value,
                                  true);
            // show height map, set up new values
            this.heightmapPicture.Height = heightmap.Height;
            this.heightmapPicture.Width  = heightmap.Width;
            this.heightmapPicture.Image  = heightmap.Texture;
        }
Beispiel #3
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        private void generateHeightmap_Click(object sender, EventArgs e)
        {
            Heightmap heightmap = Heightmap.Instance;

            heightmap.SetDimensions((int)mapWidth.Value, (int)mapHeight.Value);
            int seed;

            if (this.enableSeed.Checked)
            {
                seed = (int)seedVal.Value;
            }
            else
            {
                seed          = (new Random()).Next();
                seedVal.Value = (Decimal)seed;
            }
            heightmap.ImprovedPerlinNoise((float)this.frequency.Value, seed);
            // show height map, set up new values
            this.heightmapPicture.Height = heightmap.Height;
            this.heightmapPicture.Width  = heightmap.Width;
            this.heightmapPicture.Image  = heightmap.Texture;
        }
Beispiel #4
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        private void generateHeightmap_Click(object sender, EventArgs e)
        {
            Heightmap heightmap = Heightmap.Instance;

            heightmap.SetDimensions((int)mapWidth.Value, (int)mapHeight.Value);
            int seed;

            if (this.enableSeed.Checked)
            {
                seed = (int)seedVal.Value;
            }
            else
            {
                seed          = (new Random()).Next();
                seedVal.Value = (Decimal)seed;
            }

            heightmap.DiffusionLimitedAgregation(seed, (float)(this.occupation.Value / this.occupation.Maximum),
                                                 (int)this.frequency.Value);

            // apply gaussian pass, multiple kernel sizes sum and normalize
            if (gaussianEnable.Checked)
            {
                List <Bitmap> dlaCopies     = new List <Bitmap>();
                Bitmap        dilatedBitmap = (Bitmap)heightmap.Texture.Clone();
                AForge.Imaging.Filters.GaussianBlur gaussian         = new AForge.Imaging.Filters.GaussianBlur(4.0, 21);
                AForge.Imaging.Filters.Dilatation   dilatationFilter = new AForge.Imaging.Filters.Dilatation();
                GaussianBlur gaus = new GaussianBlur(2);

                for (int i = 0; i < (int)copyCount.Value; i++)
                {
                    // apply filter, first increasinly dilate the picture
                    dilatedBitmap = dilatationFilter.Apply(dilatedBitmap);
                    // then apply gaussian blur with an increasing radius size
                    Bitmap blurredBitmap = (Bitmap)dilatedBitmap.Clone();

                    if (radialBlur.Checked)
                    {
                        for (int j = 0; j < (i * 3) + 1; j++)
                        {
                            blurredBitmap = gaussian.Apply(blurredBitmap);
                        }
                    }
                    else
                    {
                        gaus.Radius   = (int)Math.Pow(2, i + 1);
                        blurredBitmap = gaus.ProcessImage(blurredBitmap);
                    }

                    dlaCopies.Add(blurredBitmap);
                }

                // add noise to final texture collections
                if (noiseEnabled.Checked)
                {
                    dlaCopies.Add(NoiseTexture((int)perlinOctaves.Value, (double)perlinPersistence.Value,
                                               (double)perlinFreq.Value, (double)perlinAmplitude.Value));
                }

                // normalize all blurred heightmaps
                Bitmap     bmp       = (Bitmap)heightmap.Texture.Clone();
                BitmapData bmpData   = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly, bmp.PixelFormat);
                byte[]     finalData = new byte[bmpData.Height * bmpData.Stride];

                // sum average between all blurred pictures
                for (int i = 0; i < dlaCopies.Count; i++)
                {
                    // AForge.Imaging.Filters addFilter = new AForge.Imaging.Filters.Add(blurredBitmap);
                    Bitmap     current     = dlaCopies[i];
                    BitmapData currentData = current.LockBits(new Rectangle(0, 0, current.Width, current.Height), ImageLockMode.ReadOnly,
                                                              current.PixelFormat);
                    byte[] currentRawData = new byte[currentData.Height * currentData.Stride];
                    Marshal.Copy(currentData.Scan0, currentRawData, 0, currentData.Height * currentData.Stride);
                    // lamba operation sums averages between blurred pictures
                    Parallel.For(0, currentRawData.Length, index =>
                    {
                        finalData[index] = (byte)(currentRawData[index] * 1.0f / (float)dlaCopies.Count + finalData[index]);
                    });
                }

                // save final raw pixel data
                Marshal.Copy(finalData, 0, bmpData.Scan0, finalData.Length);
                bmp.UnlockBits(bmpData);
                // store final values on heightmap
                heightmap.MapValues = finalData;
                heightmap.Texture   = bmp;
            }

            // show height map, set up new values
            this.heightmapPicture.Height = heightmap.Height;
            this.heightmapPicture.Width  = heightmap.Width;
            this.heightmapPicture.Image  = heightmap.Texture;
        }