public void Init(int seed, int width, int height) { if (LandBitmap != null && width != LandBitmap.Width) { LandBitmap.ResizeImage(width, height, false); } if (MountainBitmap != null && width != MountainBitmap.Width) { MountainBitmap.ResizeImage(width, height, false); } float delta = width / 3072.0f; delta *= ZoomMultiplier; DivNoise = delta; // Rand.SetSeed(seed); baseWaterTerrain.Frequency = 2.0; baseLandTerrain.Frequency = (2.0); ScaleBiasOutput flatTerrain = new ScaleBiasOutput(baseLandTerrain); flatTerrain.Scale = 0.005; flatTerrain.Bias = seaLevel;//SeaLevel; MinLandFreq = 0.2f; MaxLandFreq = 1f; if (LandBitmap != null) { MinLandFreq = 0.7f; } ScaleBiasOutput hillTerrain = new ScaleBiasOutput(baseLandTerrain); hillTerrain.Scale = 0.09; hillTerrain.Bias = seaLevel + 0.2;//SeaLevel; ScaleBiasOutput waterTerrain = new ScaleBiasOutput(baseWaterTerrain); waterTerrain.Bias = -0.33f;//SeaLevel; waterTerrain.Scale = 0.001; Perlin waterLandType = new Perlin(); float landFreq = Rand.Next((int)(MinLandFreq * 10000), (int)(MaxLandFreq * 10000)) / 10000.0f; waterLandType.Persistence = 0.45; waterLandType.Frequency = landFreq; //waterLandType.OctaveCount = 12; waterLandType.Seed = Rand.Next(1000000); Select waterLandSelector = new Select(waterLandType, waterTerrain, flatTerrain); if (LandBitmap != null) { waterLandSelector = new BitmapSelect(waterLandType, waterTerrain, flatTerrain, DivNoise, LandBitmap); } waterLandSelector.EdgeFalloff = (0.145); waterLandSelector.SetBounds(-0.0, 1000);; Select landHillSelector = new Select(waterLandType, waterLandSelector, hillTerrain); if (LandBitmap != null) { landHillSelector = new BitmapSelect(waterLandType, waterLandSelector, hillTerrain, DivNoise, LandBitmap); } landHillSelector.EdgeFalloff = (0.45); landHillSelector.SetBounds(0.25f, 1000);; terrainType.Persistence = 0.3; terrainType.Frequency = 0.3; terrainType.Seed = Rand.Next(10000000); var clamp = new ClampOutput(terrainType); clamp.SetBounds(0, 1); // mountainTerrain.Frequency /= 1.5f; mountainTerrain.Lacunarity = 35; mountainTerrain.Frequency = 3.2; mountainTerrain.Seed = Rand.Next(10000000); MultiplyPositive mul = new MultiplyPositive(waterLandType, waterLandType); ScaleOutput scaled = new ScaleOutput(mul, 0.00001); Add add = new Add(new BiasOutput(mountainTerrain, 0.8 + seaLevel), landHillSelector); MultiplyPositive mul2 = new MultiplyPositive(add, add); MultiplyPositive mul3 = new MultiplyPositive(clamp, mul); Select terrainSelector = new Select(mul3, landHillSelector, add); if (MountainBitmap != null) { terrainSelector = new BitmapSelect(mul3, landHillSelector, add, DivNoise, MountainBitmap); } terrainSelector.EdgeFalloff = (7.925); terrainSelector.SetBounds(0.3, 1000); Turbulence finalTerrain = new Turbulence(terrainSelector); finalTerrain.Frequency = 4; finalTerrain.Power = 0.075; Width = width; Height = height; // ResultBitmap2 = new NoiseTexture(width, height, clamp); // System.Console.Out.WriteLine("Left: " + ResultBitmap2.minRange + " - " + ResultBitmap2.maxRange); // ResultBitmap2 = new NoiseTexture(width, height, finalTerrain, DivNoise, 1.25f, -0.66f); // System.Console.Out.WriteLine("Left: " + ResultBitmap2.minRange + " - " + ResultBitmap2.maxRange); ResultBitmap = new NoiseTexture(width, height, finalTerrain, DivNoise, 1.25f, -0.66f); System.Console.Out.WriteLine("Right: " + ResultBitmap.minRange + " - " + ResultBitmap.maxRange); }
public void InitO(int seed, int width, int height) { float delta = width / 3072.0f; delta *= ZoomMultiplier; DivNoise = delta; // Rand.SetSeed(seed); baseWaterTerrain.Frequency = 2.0; baseLandTerrain.Frequency = (2.0); ScaleBiasOutput flatTerrain = new ScaleBiasOutput(baseLandTerrain); flatTerrain.Scale = 0.005; flatTerrain.Bias = seaLevel;//SeaLevel; ScaleBiasOutput hillTerrain = new ScaleBiasOutput(baseLandTerrain); hillTerrain.Scale = 0.065; hillTerrain.Bias = seaLevel + 0.2;//SeaLevel; ScaleBiasOutput waterTerrain = new ScaleBiasOutput(baseWaterTerrain); waterTerrain.Bias = -0.73f;//SeaLevel; waterTerrain.Scale = 0.05; Perlin waterLandType = new Perlin(); waterLandType.Persistence = 0.45; waterLandType.Frequency = 0.5; //waterLandType.OctaveCount = 12; waterLandType.Seed = Rand.Next(1000000); Select waterLandSelector = new Select(waterLandType, waterTerrain, flatTerrain); waterLandSelector.EdgeFalloff = (0.045); waterLandSelector.SetBounds(-0.0, 1000);; Select landHillSelector = new Select(waterLandType, waterLandSelector, hillTerrain); landHillSelector.EdgeFalloff = (0.15); landHillSelector.SetBounds(0.4, 1000);; terrainType.Persistence = 0.3; terrainType.Frequency = 0.3; terrainType.Seed = Rand.Next(10000000); var clamp = new ClampOutput(terrainType); clamp.SetBounds(0, 1); // mountainTerrain.Frequency /= 1.5f; mountainTerrain.Lacunarity = 30; mountainTerrain.Frequency = 1.3; MultiplyPositive mul = new MultiplyPositive(waterLandType, waterLandType); ScaleOutput scaled = new ScaleOutput(mul, 0.00001); Add add = new Add(new BiasOutput(mountainTerrain, 1 + seaLevel), landHillSelector); MultiplyPositive mul2 = new MultiplyPositive(mul, mul); MultiplyPositive mul3 = new MultiplyPositive(clamp, mul); Select terrainSelector = new Select(mul3, landHillSelector, add); terrainSelector.EdgeFalloff = (0.425); terrainSelector.SetBounds(0.3, 1000); Turbulence finalTerrain = new Turbulence(terrainSelector); finalTerrain.Frequency = 4; finalTerrain.Power = 0.075; Width = width; Height = height; // ResultBitmap2 = new NoiseTexture(width, height, clamp); // System.Console.Out.WriteLine("Left: " + ResultBitmap2.minRange + " - " + ResultBitmap2.maxRange); ResultBitmap = new NoiseTexture(width, height, finalTerrain, DivNoise, 1.25f, -0.66f); System.Console.Out.WriteLine("Range: " + ResultBitmap.minRange + " - " + ResultBitmap.maxRange); }