Exemple #1
0
    public void CreateSphericalPerlinTexture(ref byte[] height, ref byte[] normal)
    {
        /*
         * Generate a spherical mapping of a height and normal map
         */
        int        mapX = 512;
        int        mapY = 256;
        float      south = -90.0f;
        float      north = 90.0f;
        float      west = -180.0f;
        float      east = 180.0f;
        Perlin     myPerlin = new Perlin();
        Texture2D  heightTexture, normalTexture;
        ModuleBase myModule = myPerlin;

        Noise2D heightMap;

        heightMap = new Noise2D(mapX, mapY, myModule);
        heightMap.GenerateSpherical(south, north, west, east);

        /* Get the heightMap, which is just a grayscale of the texture */
        heightTexture = heightMap.GetTexture(LibNoise.Unity.Gradient.Grayscale);
        height        = heightTexture.EncodeToPNG();

        /* Get the normal map. */
        normalTexture = heightMap.GetNormalMap(0);
        normal        = normalTexture.EncodeToPNG();


        //SAVE THE PICTURE
        SaveTexture(heightTexture);
    }
Exemple #2
0
    void GeneratePreview()
    {
        var volumeColors = new Color[_res * _res];

        if (_previewTexture != null)
        {
            DestroyImmediate(_previewTexture);
        }
        _previewTexture            = new Texture2D(_res, _res);
        _previewTexture.wrapMode   = TextureWrapMode.Clamp;
        _previewTexture.filterMode = FilterMode.Point;
        _previewTexture.hideFlags  = HideFlags.DontSave;


        if (_previewTextureNM != null)
        {
            DestroyImmediate(_previewTextureNM);
        }

        var noise = new Noise2D(_res, _res, CreateNoiseModule());

        noise.GeneratePlanar(0, _size, 0, _size, _seamless);
        for (int x = 0; x < _res; x++)
        {
            for (int y = 0; y < _res; y++)
            {
                var idx = x + (y * _res);
                volumeColors[idx] = noise[x, y] * Color.white;
            }
        }
        _previewTexture.SetPixels(volumeColors);
        _previewTexture.Apply();

        if (_normalMap)
        {
            _previewTextureNM            = noise.GetNormalMap(2.0f);
            _previewTextureNM.wrapMode   = TextureWrapMode.Clamp;
            _previewTextureNM.filterMode = FilterMode.Point;
            _previewTextureNM.hideFlags  = HideFlags.DontSave;
        }
    }
Exemple #3
0
        public override bool Calculate()
        {
            _input = inputKnob.GetValue <ModuleBase>();

            var noiseRenderer = new Noise2D(_previewSize, _input);

            ConfigureRenderer(noiseRenderer);

            if (outputKnob.connected())
            {
                var output = noiseRenderer.GetTexture();
                outputKnob.SetValue <Texture>(output);
            }

            if (normalMapOutputKnob.connected())
            {
                var output = noiseRenderer.GetNormalMap(1);
                normalMapOutputKnob.SetValue <Texture>(output);
            }

            return(true);
        }
Exemple #4
0
        public override void Initialise(GraphicsDevice device, ContentManager content)
        {
            m_graphics    = device;
            m_spriteBatch = new SpriteBatch(device);
            m_content     = content;

            // Create the module network

            add = new Add(perlin, rigged);

            // Initialize the noise map
            m_noiseMap = new Noise2D(256, 256, add);
            m_noiseMap.GeneratePlanar(-1, 1, -1, 1);

            // Generate the textures
            m_textures[0] = m_noiseMap.GetTexture(m_graphics, Gradient.Grayscale);
            m_textures[1] = m_noiseMap.GetTexture(m_graphics, Gradient.Terrain);
            m_textures[2] = m_noiseMap.GetNormalMap(m_graphics, 3.0f);

            // Zoom in or out do something like this.

            m_noiseMap.GeneratePlanar(-1 * zoom, 1 * zoom, -1 * zoom, 1 * zoom);
            m_textures[3] = m_noiseMap.GetTexture(m_graphics, Gradient.Terrain);
        }
Exemple #5
0
    void GenerateTexture()
    {
        var volumeTex    = new Texture3D(_res, _res, _res, TextureFormat.ARGB32, false);
        var volumeColors = new Color[_res * _res * _res];

        var volumeTexNM    = new Texture3D(_res, _res, _res, TextureFormat.ARGB32, false);
        var volumeColorsNM = new Color[_res * _res * _res];

        EditorUtility.ClearProgressBar();

        var noise = new Noise2D(_res, _res, CreateNoiseModule());

        for (int z = 0; z < _res; z++)
        {
            noise.zValue = _zCurve.Evaluate(((float)z / _res)) * _size;
            noise.GeneratePlanar(0, _size, 0, _size, _seamless);
            for (int x = 0; x < _res; x++)
            {
                for (int y = 0; y < _res; y++)
                {
                    var idx = x + (y * _res) + (z * (_res * _res));
                    volumeColors[idx] = noise[x, y] * Color.white;
                }
            }
            if (EditorUtility.DisplayCancelableProgressBar("3D Noise", "Generating 3D Noise", (float)z / _res))
            {
                DestroyImmediate(volumeTex);
                EditorUtility.ClearProgressBar();
                return;
            }

            var nm     = noise.GetNormalMap(1.0f);
            var pixels = nm.GetPixels();
            for (int x = 0; x < _res; x++)
            {
                for (int y = 0; y < _res; y++)
                {
                    var idx = x + (y * _res) + (z * (_res * _res));
                    volumeColorsNM[idx] = pixels[x + (y * _res)];
                }
            }
            DestroyImmediate(nm);
        }


        EditorUtility.ClearProgressBar();

        var path = EditorUtility.SaveFilePanelInProject("Save 3D noise texture.",
                                                        string.Format("{0}_noise.asset", _noiseType),
                                                        "asset",
                                                        "Please enter a file name to save the volume texture");

        if (path.Length != 0)
        {
            volumeTex.SetPixels(volumeColors);
            volumeTex.Apply();

            AssetDatabase.CreateAsset(volumeTex, path);
            AssetDatabase.Refresh();
        }

        if (_normalMap)
        {
            volumeTexNM.SetPixels(volumeColorsNM);
            volumeTexNM.Apply();

            path = EditorUtility.SaveFilePanelInProject("Save 3D normalmap texture.",
                                                        string.Format("{0}_normalmap.asset", _noiseType),
                                                        "asset",
                                                        "Please enter a file name to save the volume normalmap");
            if (path.Length != 0)
            {
                AssetDatabase.CreateAsset(volumeTexNM, path);
                AssetDatabase.Refresh();
            }
        }
    }