Ejemplo n.º 1
0
        private static Texture3D GenerateDetailNoise()
        {
            const int DN_SIZE = 128;

            Color[]   colorArray = new Color[DN_SIZE * DN_SIZE * DN_SIZE];
            Texture3D texture    = new Texture3D(DN_SIZE, DN_SIZE, DN_SIZE, TextureFormat.RGBA32, true);
            Texture3D texture1   = new Texture3D(DN_SIZE, DN_SIZE, DN_SIZE, TextureFormat.RGBA32, true);
            Texture3D texture2   = new Texture3D(DN_SIZE, DN_SIZE, DN_SIZE, TextureFormat.RGBA32, true);
            Texture3D texture3   = new Texture3D(DN_SIZE, DN_SIZE, DN_SIZE, TextureFormat.RGBA32, true);

            worleyNoiseSettings.octaves    = 8;
            worleyNoiseSettings.brightness = 1.2f;
            worleyNoiseSettings.periods    = 5;
            worleyNoiseSettings.contrast   = 1.5f;
            CloudNoiseGen.perlin           = perlinNoiseSettings;
            CloudNoiseGen.worley           = worleyNoiseSettings;
            CloudNoiseGen.InitializeNoise(ref texture1, "DetailNoiseR", 32, CloudNoiseGen.Mode.LoadAvailableElseGenerate, CloudNoiseGen.NoiseMode.WorleyOnly);


            worleyNoiseSettings.octaves    = 8;
            worleyNoiseSettings.brightness = 1.2f;
            worleyNoiseSettings.periods    = 12;
            worleyNoiseSettings.contrast   = 1.5f;
            CloudNoiseGen.perlin           = perlinNoiseSettings;
            CloudNoiseGen.worley           = worleyNoiseSettings;
            CloudNoiseGen.InitializeNoise(ref texture2, "DetailNoiseG", 32, CloudNoiseGen.Mode.LoadAvailableElseGenerate, CloudNoiseGen.NoiseMode.WorleyOnly);


            worleyNoiseSettings.octaves    = 8;
            worleyNoiseSettings.brightness = 1.2f;
            worleyNoiseSettings.periods    = 16;
            worleyNoiseSettings.contrast   = 1.7f;
            CloudNoiseGen.perlin           = perlinNoiseSettings;
            CloudNoiseGen.worley           = worleyNoiseSettings;
            CloudNoiseGen.InitializeNoise(ref texture3, "DetailNoiseB", 32, CloudNoiseGen.Mode.LoadAvailableElseGenerate, CloudNoiseGen.NoiseMode.WorleyOnly);

            for (int x = 0; x < DN_SIZE; x++)
            {
                for (int y = 0; y < DN_SIZE; y++)
                {
                    for (int z = 0; z < DN_SIZE; z++)
                    {
                        Color c = new Color();
                        c.r = texture1.GetPixel(x, y, z).r;
                        c.g = texture2.GetPixel(x, y, z).r;
                        c.b = texture3.GetPixel(x, y, z).r;

                        colorArray[x + (y * DN_SIZE) + (z * DN_SIZE * DN_SIZE)] = c;
                    }
                }
            }

            texture.SetPixels(colorArray);
            texture.Apply();
            return(texture);
        }
Ejemplo n.º 2
0
        private static Texture3D GenerateShapeNoise()
        {
            const int SN_SIZE = 128;

            Color[]   colorArray = new Color[SN_SIZE * SN_SIZE * SN_SIZE];
            Texture3D texture    = new Texture3D(SN_SIZE, SN_SIZE, SN_SIZE, TextureFormat.RGBA32, true);
            Texture3D texture1   = new Texture3D(SN_SIZE, SN_SIZE, SN_SIZE, TextureFormat.RGBA32, true);
            Texture3D texture2   = new Texture3D(SN_SIZE, SN_SIZE, SN_SIZE, TextureFormat.RGBA32, true);
            Texture3D texture3   = new Texture3D(SN_SIZE, SN_SIZE, SN_SIZE, TextureFormat.RGBA32, true);
            Texture3D texture4   = new Texture3D(SN_SIZE, SN_SIZE, SN_SIZE, TextureFormat.RGBA32, true);

            perlinNoiseSettings.octaves    = 8;
            perlinNoiseSettings.brightness = 1.1f;
            perlinNoiseSettings.periods    = 5;
            perlinNoiseSettings.contrast   = 1.5f;

            worleyNoiseSettings.octaves    = 8;
            worleyNoiseSettings.brightness = 0.5f;
            worleyNoiseSettings.periods    = 2;
            worleyNoiseSettings.contrast   = 1.5f;
            CloudNoiseGen.perlin           = perlinNoiseSettings;
            CloudNoiseGen.worley           = worleyNoiseSettings;
            CloudNoiseGen.InitializeNoise(ref texture1, "NoiseMapR", 128, CloudNoiseGen.Mode.LoadAvailableElseGenerate, CloudNoiseGen.NoiseMode.Mix);


            worleyNoiseSettings.octaves    = 8;
            worleyNoiseSettings.brightness = 1.2f;
            worleyNoiseSettings.periods    = 5;
            worleyNoiseSettings.contrast   = 1.5f;
            CloudNoiseGen.perlin           = perlinNoiseSettings;
            CloudNoiseGen.worley           = worleyNoiseSettings;
            CloudNoiseGen.InitializeNoise(ref texture2, "NoiseMapG", 128, CloudNoiseGen.Mode.LoadAvailableElseGenerate, CloudNoiseGen.NoiseMode.WorleyOnly);


            worleyNoiseSettings.octaves    = 8;
            worleyNoiseSettings.brightness = 1.2f;
            worleyNoiseSettings.periods    = 10;
            worleyNoiseSettings.contrast   = 1.5f;
            CloudNoiseGen.perlin           = perlinNoiseSettings;
            CloudNoiseGen.worley           = worleyNoiseSettings;
            CloudNoiseGen.InitializeNoise(ref texture3, "NoiseMapB", 128, CloudNoiseGen.Mode.LoadAvailableElseGenerate, CloudNoiseGen.NoiseMode.WorleyOnly);


            worleyNoiseSettings.octaves    = 8;
            worleyNoiseSettings.brightness = 1.2f;
            worleyNoiseSettings.periods    = 16;
            worleyNoiseSettings.contrast   = 1.5f;
            CloudNoiseGen.perlin           = perlinNoiseSettings;
            CloudNoiseGen.worley           = worleyNoiseSettings;
            CloudNoiseGen.InitializeNoise(ref texture4, "NoiseMapA", 128, CloudNoiseGen.Mode.LoadAvailableElseGenerate, CloudNoiseGen.NoiseMode.WorleyOnly);

            for (int x = 0; x < SN_SIZE; x++)
            {
                for (int y = 0; y < SN_SIZE; y++)
                {
                    for (int z = 0; z < SN_SIZE; z++)
                    {
                        Color c = new Color();
                        c.r = texture1.GetPixel(x, y, z).r;
                        c.g = texture2.GetPixel(x, y, z).r;
                        c.b = texture3.GetPixel(x, y, z).r;
                        c.a = texture4.GetPixel(x, y, z).r;

                        colorArray[x + (y * SN_SIZE) + (z * SN_SIZE * SN_SIZE)] = c;
                    }
                }
            }

            texture.SetPixels(colorArray);
            texture.Apply();
            return(texture);
        }