Example #1
0
 public Fractal(INoiseModule Src, int octaves, double persistence, double frequency) :
     this(Src)
 {
     Octaves     = octaves;
     Persistence = persistence;
     Frequency   = frequency;
 }
Example #2
0
 public Window()
     : base(1080, 720,
            new GraphicsMode(), "OpenGL 3 Example", 0,
            DisplayDevice.Default, 3, 2,
            GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
 {
     Noise = NoiseModules.MountainModule;
 }
Example #3
0
        public Window()
            : base(1080, 720,
			new GraphicsMode(), "OpenGL 3 Example", 0,
			DisplayDevice.Default, 3, 2,
			GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
        {
            Noise = NoiseModules.MountainModule;
        }
        public SelectNoiseModule(INoiseModule controlModule, INoiseModule rightModule, INoiseModule leftModule, float lower, float upper,
                                 float edge)
        {
            _controlModule = controlModule;
            _leftModule    = leftModule;
            _rightModule   = rightModule;

            SetBounds(lower, upper);
            EdgeFalloff = edge;
        }
        public Window(NoiseType Type, int Seed)
            : base(1080, 720, GraphicsMode.Default, "Fractal Algorithm Sandbox",
				GameWindowFlags.Default, DisplayDevice.Default,
				3, 2, GraphicsContextFlags.ForwardCompatible)
        {
            CamRot = Quaternion.Identity;
            CamPos = new Vector3(0, 0.2f, 1.5f);

            Noise = GetNoiseType(Type, Seed);
        }
        /// <summary>
        /// Create a new noise module with the given values.
        /// </summary>
        /// <param name="source">the source module</param>
        /// <param name="xDistortModule">the noise module that displaces the x coordinate</param>
        /// <param name="yDistortModule">the noise module that displaces the y coordinate</param>
        /// <param name="zDistortModule">the noise module that displaces the z coordinate</param>
        /// <param name="power">the power of the turbulence</param>
        public TurbulenceNoiseModule(INoiseModule source, INoiseModule xDistortModule, INoiseModule yDistortModule,
                                     INoiseModule zDistortModule,
                                     float power)
        {
            _sourceModule = source;

            _xDistortModule = xDistortModule;
            _yDistortModule = yDistortModule;
            _zDistortModule = zDistortModule;

            _power = power;
        }
Example #7
0
 public ScaleCoords(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #8
0
 public BillowFractal(INoiseModule SourceModule)
 {
     Source = SourceModule;
 }
 /// <summary>
 /// Create a new noise module with the given values
 /// </summary>
 /// <param name="source">the source module</param>
 public TurbulenceNoiseModule(INoiseModule source) : this()
 {
     _sourceModule = source;
 }
Example #10
0
 public Add(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #11
0
 public Multiply(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #12
0
 public Fractal(INoiseModule Src, int octaves, double persistence, double frequency)
     : this(Src)
 {
     Octaves = octaves;
     Persistence = persistence;
     Frequency = frequency;
 }
Example #13
0
 public Tan(INoiseModule Src)
 {
     Source = Src;
 }
Example #14
0
 public NoiseProvider(INoiseModule module)
 {
     Module = module;
 }
Example #15
0
 public BillowFractal(INoiseModule SourceModule)
 {
     Source = SourceModule;
 }
Example #16
0
 public Multiply(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #17
0
 public Divide(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #18
0
 public Subtract(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #19
0
 public Add(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #20
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 public Pow(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #21
0
 public Tan(INoiseModule Src)
 {
     Source = Src;
 }
Example #22
0
 public Cos(INoiseModule Src)
 {
     Source = Src;
 }
Example #23
0
 public RidgedFractal(INoiseModule SourceModule)
 {
     Source = SourceModule;
 }
 public Fractal(INoiseModule Src, int octaves, float persistence, float frequency, float lacunarity)
     : this(Src)
 {
     Octaves = octaves;
     Persistence = persistence;
     Frequency = frequency;
     Lacunarity = lacunarity;
 }
Example #25
0
 public Fractal(INoiseModule SourceModule)
 {
     Source = SourceModule;
 }
 public AddToCoords(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #27
0
 public Cos(INoiseModule Src)
 {
     Source = Src;
 }
Example #28
0
 public RidgedFractal(INoiseModule SourceModule)
 {
     Source = SourceModule;
 }
Example #29
0
 public Pow(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #30
0
 public ScaleCoords(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #31
0
 public Subtract(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
 public AverageSelectorModule(INoiseModule input1, INoiseModule input2)
 {
     _input1 = input1;
     _input2 = input2;
 }
Example #33
0
 public Divide(INoiseModule m1, INoiseModule m2)
 {
     Module1 = m1;
     Module2 = m2;
 }
Example #34
0
 public Fractal(INoiseModule SourceModule)
 {
     Source = SourceModule;
 }
Example #35
0
 public SmoothNoiseModule(INoiseModule primitive)
 {
     Primitive = primitive;
 }
 public InterpolatedNoiseProvider(INoiseModule module2D)
 {
     Module = module2D;
 }
 public ScaledNoiseModule(INoiseModule noiseModule)
 {
     base.Primitive = noiseModule;
 }
        //	public float Persistence { get; set; } = 1f;

        public OctaveNoise(INoiseModule provider, int octaves)
        {
            _octaves = octaves;

            _provider = provider;
        }