void CreateFlare(SS_Texture texture, SS_Point lightPoint, int radius, bool customTint, Color tint) { Color flareColor = tint; if (!customTint) { flareColor = new Color(random.Range(0f, 1f), random.Range(0f, 1f), random.Range(0f, 1f)); } int hRad = radius / 2; int xMin = lightPoint.x - hRad; int yMin = lightPoint.y - hRad; int xMax = lightPoint.x + hRad; int yMax = lightPoint.y + hRad; for (int y = yMin; y < yMax; y++) { for (int x = xMin; x < xMax; x++) { float distance = SS_Point.Distance(lightPoint, new SS_Point(x, y)); if (distance < hRad) { Color c = SS_Utilities.Blend(flareColor, texture.GetPixel(x, y), 1.0f - ((distance - 0) / (hRad - 0))); if (texture.GetPixel(x, y).a == 0f) { c.a = 1f; } texture.SetPixel(x, y, c); } } } }
public static void Polygon(SS_Texture texture, SS_Point[] points, bool fill, Color outlineColor, Color fillColor) { SS_Point p, p2; // Loop through all SS_Points and draw lines between them except for the last one for (int i = 0; i < points.Length - 1; i++) { p = new SS_Point((short)points[i].x, (short)points[i].y); p2 = new SS_Point((short)points[i + 1].x, (short)points[i + 1].y); Line(texture, p.x, p.y, p2.x, p2.y, outlineColor); } // Last SS_Point connects to first SS_Point (order is important) p = new SS_Point((short)points[0].x, (short)points[0].y); p2 = new SS_Point((short)points[points.Length - 1].x, (short)points[points.Length - 1].y); Line(texture, p.x, p.y, p2.x, p2.y, outlineColor); if (fill) { SS_Point centroid = SS_Utilities.Centroid(points); FloodFillArea(texture, centroid, fillColor); } }
public static void LineThick(SS_Texture texture, SS_Point start, SS_Point end, int width, Color outlineColor, Color fillColor) { SS_Texture tmpTexture = new SS_Texture(texture.Width, texture.Height, Color.clear); SS_Point[] points = new SS_Point[4]; float angle = Mathf.Atan2(end.y - start.y, end.x - start.x) * Mathf.Rad2Deg; points[0] = new SS_Point( (int)(start.x + Mathf.Cos((angle - 90f) * Mathf.Deg2Rad) * (width / 2)), (int)(start.y + Mathf.Sin((angle - 90f) * Mathf.Deg2Rad) * (width / 2))); points[1] = new SS_Point( (int)(start.x + Mathf.Cos((angle + 90f) * Mathf.Deg2Rad) * (width / 2)), (int)(start.y + Mathf.Sin((angle + 90f) * Mathf.Deg2Rad) * (width / 2))); points[2] = new SS_Point( (int)(end.x + Mathf.Cos((angle + 90f) * Mathf.Deg2Rad) * (width / 2)), (int)(end.y + Mathf.Sin((angle + 90f) * Mathf.Deg2Rad) * (width / 2))); points[3] = new SS_Point( (int)(end.x + Mathf.Cos((angle - 90f) * Mathf.Deg2Rad) * (width / 2)), (int)(end.y + Mathf.Sin((angle - 90f) * Mathf.Deg2Rad) * (width / 2))); LineStripClosed(tmpTexture, points, outlineColor); FloodFillArea(tmpTexture, SS_Utilities.Centroid(points), fillColor); MergeColors(texture, tmpTexture, 0, 0); }
public SS_Moon(int seed, int size, float frequency, float lacunarity, int octaves, float roughness, Color[] colors, float lightAngle) { Seed = seed; Size = size; Sprite = new SS_Texture(size, size, Color.clear); gradientColors = SS_Utilities.CreateGradient(colors, 16, 32); Perlin shapeNoise = new Perlin(0.01, 2, 0.5, 8, seed, QualityMode.High); RidgedMultifractal noise = new RidgedMultifractal(frequency, lacunarity, octaves, seed, QualityMode.Low); Vector2 lightPosition = new Vector2( Sprite.Center.x + (Mathf.Cos(lightAngle * Mathf.Deg2Rad) * (Size / 4)), Sprite.Center.y + (Mathf.Sin(lightAngle * Mathf.Deg2Rad) * (Size / 4))); for (int y = 0; y < Size; y++) { for (int x = 0; x < Size; x++) { float dist = Vector2.Distance(new Vector2(x, y), new Vector2(Sprite.Center.x, Sprite.Center.y)); float edgeNoise = (float)shapeNoise.GetValue(x, y, 0); edgeNoise = (edgeNoise + 1.0f) * 0.5f; edgeNoise = Mathf.Clamp(edgeNoise, 0f, 1f); edgeNoise *= (8 * roughness); if (dist < (Size / 2) - edgeNoise) { float pixelNoise = (float)noise.GetValue(x, y, 0); pixelNoise = (pixelNoise + 1.0f) * 0.5f; pixelNoise = Mathf.Clamp(pixelNoise, 0f, 1f); float n = pixelNoise * (gradientColors.Length - 1); // Generate color and noise so land doesn't look to smooth Color pixelColor = gradientColors[(int)n]; pixelColor.a = 1.0f; Sprite.SetPixel(x, y, pixelColor); // Shadow float lightDistance = Vector2.Distance(new Vector2(x, y), lightPosition); lightDistance = 1.25f - (lightDistance / (Size / 2)); if (lightDistance < 0.025f) { lightDistance = 0.025f; } pixelColor.r *= lightDistance; pixelColor.g *= lightDistance; pixelColor.b *= lightDistance; Sprite.SetPixel(x, y, pixelColor); } } } }
public SS_Station(int seed, SS_StationType stationType, Color tint, int numberOfPods) { Seed = seed; random = new SS_Random(Seed); Sprite = new SS_Texture(Size, Size, Color.clear); if (stationType == SS_StationType.Cool) { CreateRing(random.Range(0.85f, 1.0f), random.Range(1, 4), true, random.NextColor(), false); CreateRing(random.Range(0.5f, 0.75f), random.Range(1, 4), true, random.NextColor(), true); // Draw lights for (int i = 0; i < LightPoints.Count; i++) { CreateFlare(Sprite, LightPoints[i], 16, true, Color.white); } int podCount = random.RangeEven(2, 8); int podWidth = random.RangeEven(24, 32); int podHeight = random.RangeEven(12, 24); int podDistance = random.RangeEven(64, Size / 2 - 32); CreatePods(podCount, podWidth, podHeight, 8, podDistance, 1.0, Color.grey); CreatePods(podCount, podWidth, podHeight, 8, podDistance, 0.75, Color.grey); Color[] flareColors = SS_Utilities.GenerateColorWheelColors(Seed, 3); CreateFlare(Sprite, new SS_Point(Sprite.Center.x, Sprite.Center.y), 128, true, flareColors[0]); CreateFlare(Sprite, new SS_Point(Sprite.Center.x, Sprite.Center.y), 64, true, flareColors[1]); CreateFlare(Sprite, new SS_Point(Sprite.Center.x, Sprite.Center.y), 32, true, flareColors[2]); } else if (stationType == SS_StationType.Pod) { int podCount = numberOfPods; int podSize = 64; int step = 360 / podCount; int bridgeWidth = random.RangeEven(8, 16); // Setup pod positions List <SS_Point> podPositions = new List <SS_Point>(); for (int a = 0; a < 359; a += step) { int x = Sprite.Center.x + (int)(Mathf.Cos(a * Mathf.Deg2Rad) * 96); int y = Sprite.Center.y + (int)(Mathf.Sin(a * Mathf.Deg2Rad) * 96); podPositions.Add(new SS_Point(x, y)); } for (int i = 0; i < podPositions.Count; i++) { SS_Texture tmpBridgeTexture = new SS_Texture(Size, Size, Color.clear); List <SS_Point> points = new List <SS_Point>(); int px1 = podPositions[i].x + (int)(Mathf.Cos((i * step - 90) * Mathf.Deg2Rad) * bridgeWidth); int py1 = podPositions[i].y + (int)(Mathf.Sin((i * step - 90) * Mathf.Deg2Rad) * bridgeWidth); int px2 = podPositions[i].x + (int)(Mathf.Cos((i * step + 90) * Mathf.Deg2Rad) * bridgeWidth); int py2 = podPositions[i].y + (int)(Mathf.Sin((i * step + 90) * Mathf.Deg2Rad) * bridgeWidth); int cx1 = Sprite.Center.x + (int)(Mathf.Cos((i * step - 90) * Mathf.Deg2Rad) * bridgeWidth); int cy1 = Sprite.Center.y + (int)(Mathf.Sin((i * step - 90) * Mathf.Deg2Rad) * bridgeWidth); int cx2 = Sprite.Center.x + (int)(Mathf.Cos((i * step + 90) * Mathf.Deg2Rad) * bridgeWidth); int cy2 = Sprite.Center.y + (int)(Mathf.Sin((i * step + 90) * Mathf.Deg2Rad) * bridgeWidth); points.Add(new SS_Point(cx1, cy1)); points.Add(new SS_Point(px1, py1)); points.Add(new SS_Point(px2, py2)); points.Add(new SS_Point(cx2, cy2)); SS_Drawing.PolygonFill(tmpBridgeTexture, points.ToArray(), SS_StellarSprite.FillColor, SS_StellarSprite.FillColor); SS_Drawing.MergeColors(Sprite, tmpBridgeTexture, 0, 0); } int numPoints = random.RangeEven(6, 10); for (int i = 0; i < podPositions.Count; i++) { float angleStep = 360.0f / numPoints; List <SS_Point> controlPoints = new List <SS_Point>(); for (float angle = 0; angle < 360f; angle += angleStep) { int px = (int)(podPositions[i].x + (Mathf.Cos(angle * Mathf.Deg2Rad) * (podSize * 0.5))); int py = (int)(podPositions[i].y + (Mathf.Sin(angle * Mathf.Deg2Rad) * (podSize * 0.5))); controlPoints.Add(new SS_Point(px, py)); } SS_Texture tmpPodTexture = new SS_Texture(Size, Size, Color.clear); SS_Drawing.PolygonFill(tmpPodTexture, controlPoints.ToArray(), SS_StellarSprite.OutlineColor, SS_StellarSprite.FillColor); SS_Drawing.MergeColors(Sprite, tmpPodTexture, 0, 0); List <SS_Point> controlPoints2 = new List <SS_Point>(); for (float angle = 0; angle < 360f; angle += angleStep) { int px = (int)(podPositions[i].x + (Mathf.Cos(angle * Mathf.Deg2Rad) * (podSize * 0.4))); int py = (int)(podPositions[i].y + (Mathf.Sin(angle * Mathf.Deg2Rad) * (podSize * 0.4))); controlPoints2.Add(new SS_Point(px, py)); LightPoints.Add(new SS_Point(px, py)); } SS_Texture tmpPodTexture2 = new SS_Texture(Size, Size, Color.clear); SS_Drawing.PolygonFill(tmpPodTexture2, controlPoints2.ToArray(), SS_StellarSprite.OutlineColor, SS_StellarSprite.FillColor); SS_Drawing.MergeColors(Sprite, tmpPodTexture2, 0, 0); } int hubSize = random.RangeEven(64, 128); int numHubPoints = random.RangeEven(6, 10); float hubAngleSteps = 360.0f / numHubPoints; List <SS_Point> hubPoints = new List <SS_Point>(); for (float angle = 0; angle < 360f; angle += hubAngleSteps) { int px = (int)(Sprite.Center.x + (Mathf.Cos(angle * Mathf.Deg2Rad) * (hubSize * 0.5))); int py = (int)(Sprite.Center.y + (Mathf.Sin(angle * Mathf.Deg2Rad) * (hubSize * 0.5))); hubPoints.Add(new SS_Point(px, py)); } SS_Texture tmpHub = new SS_Texture(Size, Size, Color.clear); SS_Drawing.PolygonFill(tmpHub, hubPoints.ToArray(), SS_StellarSprite.OutlineColor, SS_StellarSprite.FillColor); SS_Drawing.MergeColors(Sprite, tmpHub, 0, 0); List <SS_Point> hubPoints2 = new List <SS_Point>(); for (float angle = 0; angle < 360f; angle += hubAngleSteps) { int px = (int)(Sprite.Center.x + (Mathf.Cos(angle * Mathf.Deg2Rad) * (hubSize * 0.4))); int py = (int)(Sprite.Center.y + (Mathf.Sin(angle * Mathf.Deg2Rad) * (hubSize * 0.4))); hubPoints2.Add(new SS_Point(px, py)); } SS_Texture tmpHub2 = new SS_Texture(Size, Size, Color.clear); SS_Drawing.PolygonFill(tmpHub2, hubPoints2.ToArray(), SS_StellarSprite.OutlineColor, SS_StellarSprite.FillColor); SS_Drawing.MergeColors(Sprite, tmpHub2, 0, 0); SS_Drawing.Outline(Sprite, Color.black); Texturize(Sprite, Color.magenta, tint, false, true); SS_StellarSprite.ShadeEdge(Sprite); SS_StellarSprite.Mirror(Sprite, SS_Mirror.TopRight); foreach (SS_Point p in podPositions) { CreateFlare(Sprite, p, 32, false, Color.white); } foreach (SS_Point p in LightPoints) { CreateFlare(Sprite, p, 16, true, Color.white); } CreateFlare(Sprite, Sprite.Center, hubSize, false, Color.white); } }
void CreateRing(float scale, int sectionsPerQuarter, bool details, Color detailColor, bool lights) { // Only draws top right quarter, the rest is mirrored List <SS_Point> DetailPoints = new List <SS_Point>(); SS_Texture tmpTexture = new SS_Texture(Size, Size, Color.clear); int innerRadius = (int)((Size / 8) * scale); int outerRadius = (int)(((Size / 2) - 4) * scale); List <SS_Point> innerPoints = new List <SS_Point>(); List <SS_Point> outerPoints = new List <SS_Point>(); int step = 90 / sectionsPerQuarter; for (int a = 0; a <= 90; a += step) { int innerX = Sprite.Center.x + (int)(Mathf.Cos(a * Mathf.Deg2Rad) * innerRadius); int innerY = Sprite.Center.y + (int)(Mathf.Sin(a * Mathf.Deg2Rad) * innerRadius); innerPoints.Add(new SS_Point(innerX, innerY)); int outerX = Sprite.Center.x + (int)(Mathf.Cos(a * Mathf.Deg2Rad) * outerRadius); int outerY = Sprite.Center.y + (int)(Mathf.Sin(a * Mathf.Deg2Rad) * outerRadius); outerPoints.Add(new SS_Point(outerX, outerY)); if (lights) { LightPoints.Add(new SS_Point(outerX, outerY)); LightPoints.Add(new SS_Point(Size - outerX, outerY)); LightPoints.Add(new SS_Point(Size - outerX, Size - outerY)); LightPoints.Add(new SS_Point(outerX, Size - outerY)); } } // Determine centroids (detail points) for each ring section for (int i = 0; i < innerPoints.Count - 1; i++) { SS_Point[] points = new SS_Point[4]; int j = i; int j2 = i + 1; if (i == innerPoints.Count - 1) { j2 = 0; } points[0] = innerPoints[j]; points[1] = outerPoints[j]; points[2] = outerPoints[j2]; points[3] = innerPoints[j2]; SS_Point centroid = SS_Utilities.Centroid(points); if (random.NextBool()) { DetailPoints.Add(centroid); } } List <SS_Point> ringPoints = new List <SS_Point>(); for (int i = 0; i < innerPoints.Count; i++) { ringPoints.Add(innerPoints[i]); } for (int i = outerPoints.Count - 1; i >= 0; i--) { ringPoints.Add(outerPoints[i]); } SS_Drawing.PolygonFill(tmpTexture, ringPoints.ToArray(), SS_StellarSprite.OutlineColor, SS_StellarSprite.FillColor); // Add borders between sectons float colorVal = 0;// random.Range(0.25f, 1f); Color sectionBorder = new Color(colorVal, colorVal, colorVal); for (int i = 0; i < innerPoints.Count; i++) { SS_Drawing.Line(tmpTexture, innerPoints[i].x, innerPoints[i].y, outerPoints[i].x, outerPoints[i].y, sectionBorder); } if (details) { for (int i = 0; i < DetailPoints.Count; i++) { SS_Drawing.EllipseFill(tmpTexture, DetailPoints[i].x, DetailPoints[i].y, 8, 8, 12, SS_StellarSprite.OutlineColor, detailColor); } } // Texture the section Texturize(tmpTexture, SS_StellarSprite.FillColor, Color.grey, false, true); SS_StellarSprite.ShadeEdge(tmpTexture); SS_StellarSprite.Mirror(tmpTexture, SS_Mirror.TopRight); SS_Drawing.MergeColors(Sprite, tmpTexture, 0, 0); }
public SS_Sun(int seed, int size, Color mainColor) { Seed = seed; Size = size; Sprite = new SS_Texture(Size, Size, Color.clear); Perlin noise = new Perlin(0.05, 2, 0.5, 8, Seed, QualityMode.Low); Perlin noiseGlow = new Perlin(0.005, 2, 0.5, 6, Seed, QualityMode.Low); float radius = Size * 0.75f; Color[] tmp = new Color[3]; tmp[0] = Color.white; tmp[1] = mainColor; tmp[2] = new Color(255f / 255f, 102f / 255f, 0f); Color[] gradient = SS_Utilities.CreateGradient(tmp, 8, 32); float atmosphereThickness = Size * 0.125f; Color hotnessColor = Color.white; for (int y = 0; y < Size; y++) { for (int x = 0; x < Size; x++) { float dist = Vector2.Distance(new Vector2(x, y), new Vector2(Sprite.Center.x, Sprite.Center.y)); if (dist <= (radius / 2)) { float n = (float)noise.GetValue(x, y, 0); n = (n + 1.0f) * 0.5f; n = Mathf.Clamp(n, 0f, 1f); n *= (gradient.Length - 1); Color baseColor = gradient[(int)n]; // Edge Hotness hotnessColor.a = dist / (radius / 2); hotnessColor.a += 0.0025f; Color c = baseColor; c.r = Mathf.Clamp(c.r + (hotnessColor.r * hotnessColor.a), 0, 1); c.g = Mathf.Clamp(c.g + (hotnessColor.g * hotnessColor.a), 0, 1); c.b = Mathf.Clamp(c.b + (hotnessColor.b * hotnessColor.a), 0, 1); Sprite.SetPixel(x, y, c); } // Create glow Color currentPixel = Sprite.GetPixel(x, y); Color atmosphereColor = Color.white; if (currentPixel == Color.clear) { atmosphereColor.a = 1; float distToEdge = Vector2.Distance(new Vector2(x, y), new Vector2(Sprite.Center.x, Sprite.Center.y)); if (distToEdge < (radius / 2) + atmosphereThickness && distToEdge > (radius / 2)) { float dist2 = dist - (radius / 2); dist2 = (atmosphereThickness - dist2) / atmosphereThickness; float glowNoise = (float)noiseGlow.GetValue(x, y, 0); glowNoise = (glowNoise + 1.0f) * 0.5f; glowNoise = Mathf.Clamp(glowNoise, 0f, 1f); atmosphereColor.a = Mathf.Pow(dist2, 2) * glowNoise; Sprite.SetPixel(x, y, atmosphereColor); } } } } }
public SS_Asteroid(int seed, int size, Color[] colors, bool minerals, Color mineralColor, float lightAngle) { // Set Seed and Size Seed = seed; Size = size; // Create sprite texture Sprite = new SS_Texture(Size, Size, Color.clear); // Generate a color gradient Color[] gradientColors = SS_Utilities.CreateGradient(colors, 4, 8); // Initialize noise with parameters Perlin perlin = new Perlin(0.01, 2, 0.5, 8, Seed, QualityMode.Low); Voronoi mineralNoise = new Voronoi(0.1, 0.25, Seed + 1, true); // Set the light position based on the angle parameter Vector2 lightPosition = new Vector2( Sprite.Center.x + (Mathf.Cos(lightAngle * Mathf.Deg2Rad) * (Size / 4)), Sprite.Center.y + (Mathf.Sin(lightAngle * Mathf.Deg2Rad) * (Size / 4))); // Begin generating color data for (int y = 0; y < Size; y++) { for (int x = 0; x < Size; x++) { // Distance of current pixel to the center of the sprite float dist = Vector2.Distance(new Vector2(x, y), new Vector2(Sprite.Center.x, Sprite.Center.y)); // Get a noise value for the edge of the asteroid - adds roughness instead of a perfect circle float edgeNoise = (float)perlin.GetValue(x, y, 0); edgeNoise = (edgeNoise + 1.0f) * 0.5f; edgeNoise = Mathf.Clamp(edgeNoise, 0f, 1f); edgeNoise *= 16; if (dist < (Size / 2) - edgeNoise) { float pixelNoise = (float)perlin.GetValue(x, y, 0); pixelNoise = (pixelNoise + 1.0f) * 0.5f; pixelNoise = Mathf.Clamp(pixelNoise, 0f, 1f); float n = pixelNoise * (gradientColors.Length - 1); // Generate color and noise so land doesn't look to smooth Color pixelColor = gradientColors[(int)n]; pixelColor.a = 1.0f; // Minerals if (minerals) { float mineralAlpha = (float)mineralNoise.GetValue(x, y, 0); mineralAlpha = (1.0f + mineralAlpha) * 0.5f; mineralAlpha = Mathf.Clamp(mineralAlpha, 0.0f, 1.0f); if (mineralAlpha > 0.65f) { pixelColor.r = mineralAlpha * mineralColor.r + (1 - mineralAlpha) * pixelColor.r; pixelColor.g = mineralAlpha * mineralColor.g + (1 - mineralAlpha) * pixelColor.g; pixelColor.b = mineralAlpha * mineralColor.b + (1 - mineralAlpha) * pixelColor.b; pixelColor.a = 1f; } } // Shadow float lightDistance = Vector2.Distance(new Vector2(x, y), lightPosition); lightDistance = 1.25f - (lightDistance / (Size / 2)); if (lightDistance < 0.025f) { lightDistance = 0.025f; } pixelColor.r *= lightDistance; pixelColor.g *= lightDistance; pixelColor.b *= lightDistance; Sprite.SetPixel(x, y, pixelColor); } } } }
public SS_Planet(int seed, int size, Color[] colors, SS_PlanetType planetType, double frequency, double lacunarity, double persistence, int octaves, bool oceans, bool clouds, float cloudDensity, float cloudTransparency, bool atmosphere, bool city, float cityDensity, bool ring, float ringDetail, float lightAngle) { Seed = seed; if (ring) { Width = size * 2; } else { Width = size; } Height = size; // randomize based on seed random = new SS_Random(seed); // Create the sprite texture Sprite = new SS_Texture(Width, Height, Color.clear); // Create a gradient using the supplid colors and between 16 and 32 steps gradientColors = SS_Utilities.CreateGradient(colors, 16, 32); // Generate Perlin Noise //Perlin noise = new Perlin(frequency, 2, 0.5, 8, seed, QualityMode.High); Perlin noise = new Perlin(frequency, lacunarity, persistence, octaves, seed, QualityMode.High); Perlin cloudNoise = new Perlin(0.02, 2, 0.5, 12, seed + 1, QualityMode.Low); // Radius of planet - only use 90% to make room for the atmosphere float radius = Height * 0.9f; // Oceans levels - determines how much water/terrain is visible float settleLevel = 0.4f; //random.Range(0.25f, 0.75f); // Thickeness of atmosphere - between 8-16 pixels int atmosphereThickness = random.Range((int)(Height * 0.01f), (int)(Height * 0.05f)); atmosphereThickness = Mathf.Clamp(atmosphereThickness, 8, 16); // Calculate light position based on supplied lightAngle (degrees) Vector2 lightPosition = new Vector2( Sprite.Center.x + (Mathf.Cos(lightAngle * Mathf.Deg2Rad) * (radius * 0.8f)), Sprite.Center.y + (Mathf.Sin(lightAngle * Mathf.Deg2Rad) * (radius * 0.8f))); if (lightPosition.y < 0) { lightPosition.y = 0; } if (lightPosition.y > Height - 1) { lightPosition.y = Height - 1; } for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { // Get distance of current point to the center of the sprite float dist = Vector2.Distance(new Vector2(x, y), Sprite.Center.ToVector2); // Check to see if this point is within the planets radius if (dist <= (radius / 2)) { // Get noise value for current point and clamp it between 0 and 1 float planetNoise = (float)noise.GetValue(x, y, 0); planetNoise = (planetNoise + 1.0f) * 0.5f; planetNoise = Mathf.Clamp(planetNoise, 0f, 1f); // Gas Giant if (planetType == SS_PlanetType.Gas_Giant) { // Get distance of the current point to the top-center of the sprite float distNorthPole = Vector2.Distance(new Vector2(x, Height - 1), Sprite.Center.ToVector2); // Generate gassy noise float n = (float)noise.GetValue(dist / 10 + (planetNoise * 10f), y - (distNorthPole / 5) + (planetNoise * 10f), 0); n = (n + 1.0f) * 0.5f; n = Mathf.Clamp(n, 0f, 1f); n *= (gradientColors.Length - 1); Sprite.SetPixel(x, y, gradientColors[(int)n]); } // Terrestrial else if (planetType == SS_PlanetType.Terrestrial) { Color pixelColor = new Color(); if (oceans) { if (planetNoise > settleLevel) { float n = planetNoise * (gradientColors.Length - 1); // Generate color and noise so land doesn't look to smooth pixelColor = gradientColors[(int)n]; pixelColor *= planetNoise; pixelColor.a = 1.0f; } else { float n = planetNoise * ((gradientColors.Length - 1) / colors.Length); // solid ocean color pixelColor = gradientColors[(int)n]; } } else { float n = planetNoise * (gradientColors.Length - 1); // Generate color and noise so land doesn't look to smooth pixelColor = gradientColors[(int)n]; } pixelColor.a = 1.0f; Sprite.SetPixel(x, y, pixelColor); if (clouds) { float cloud = (float)cloudNoise.GetValue(x, y, 0); cloud = (cloud + 1.0f) * 0.5f; cloud = Mathf.Clamp(cloud, 0f, 1f); if (cloud >= cloudDensity) { Color cloudColor = Color.white; Color planetColor = Sprite.GetPixel(x, y); float alpha = cloudTransparency * cloud; Color newColor = new Color(); newColor.r = alpha * cloudColor.r + (1 - alpha) * planetColor.r; newColor.g = alpha * cloudColor.g + (1 - alpha) * planetColor.g; newColor.b = alpha * cloudColor.b + (1 - alpha) * planetColor.b; newColor.a = 1f; Sprite.SetPixel(x, y, newColor); } } } else if (planetType == SS_PlanetType.Barren) { // Generate gassy noise float n = planetNoise; n = (n + 1.0f) * 0.5f; n = Mathf.Clamp(n, 0f, 1f); n *= (gradientColors.Length - 1); Sprite.SetPixel(x, y, gradientColors[(int)n]); } } // Create inner atmosphere if (atmosphere) { Color atmosphereColor = gradientColors[0]; atmosphereColor.a = 1f; if (dist < (radius / 2) && dist > (radius / 2) - atmosphereThickness) { float d = Mathf.Abs(dist - (radius / 2)); float a = (atmosphereThickness - d) / atmosphereThickness; Color newColor = SS_Utilities.Blend(atmosphereColor, Sprite.GetPixel(x, y), a); Sprite.SetPixel(x, y, newColor); } } } } // Ring SS_Texture tmpRingRotated = new SS_Texture(Width, Height, Color.clear); SS_Texture tmpRing = new SS_Texture(Width, Height, Color.clear); if (ring) { Perlin perlinRing = new Perlin(ringDetail, 2, 0.5, 8, seed, QualityMode.High); // Create a gradient using the supplid colors and between 16 and 32 steps Color[] ringColors = SS_Utilities.GenerateColorWheelColors(seed, 6); ringColors[1] = Color.black; ringColors[4] = Color.black; Color[] ringGradient = SS_Utilities.CreateGradient(ringColors, 8, 16); float ringW = (int)(radius * 0.6); float ringH = (int)(radius * random.Range(0.05f, 0.2f)); int resolution = 360; // Basically we are drawing a bunch of ellipses that get bigger for (int i = 0; i < (radius / 2) - 16; i++) { // I'm spicy and confusing because my programmer is a douche. // I'll explain // get some noise and normalize it from 0-1 float ringNoise = (float)perlinRing.GetValue(i, 0, 0); ringNoise = (ringNoise + 1.0f) * 0.5f; ringNoise = Mathf.Clamp(ringNoise, 0.0f, 1f); // multiple said 0.0-1 value by the number of colors available for the ring to get an int value for what color to use of the array Color c = ringGradient[(int)(ringNoise * (ringGradient.Length - 1))]; // The darkness of the color value also sets the alpha value (darker values are more transparent) c.a = (c.r + c.g + c.b) / 3f; SS_Drawing.Ellipse(tmpRing, Sprite.Center.x, Sprite.Center.y, (int)ringW, (int)ringH, resolution * 4, c); ringW += 1f; ringH += 0.5f; } // rotate ring float ringAngle = random.Range(-3f, 3f); for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { SS_Point rotatedPoint = SS_Point.Rotate(new SS_Point(x, y), Sprite.Center.x, Sprite.Center.y, ringAngle); tmpRingRotated.SetPixel(x, y, tmpRing.GetPixel(rotatedPoint.x, rotatedPoint.y)); } } //SS_Drawing.Blur(ref tmpRingRotated); // Copy Ring data to Planet Sprite ignoring the parts "behind" the planet. for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { // Bottom (in front of planet) if (y <= (Height / 2)) { // Make sure we have a ring pixel if (tmpRingRotated.GetPixel(x, y) != Color.clear) { // if the pixel behind the ring pixel is clear, then just copy the data as is if (Sprite.GetPixel(x, y) == Color.clear) { Sprite.SetPixel(x, y, tmpRingRotated.GetPixel(x, y)); } // if the pixel behind the ring pixel IS NOT clear, then we have to blend the two pixels // using the ring's alpha for the blend factor else { Color newColor = SS_Utilities.Blend(tmpRingRotated.GetPixel(x, y), Sprite.GetPixel(x, y), tmpRingRotated.GetPixel(x, y).a); Sprite.SetPixel(x, y, newColor); } } } // Top (behind planet) else { // no blending here, so just copy the pixel (ignoring pixels that already have a value) if (Sprite.GetPixel(x, y) == Color.clear) { Sprite.SetPixel(x, y, tmpRingRotated.GetPixel(x, y)); } } } } } // Atmosphere and Shadows depend on ring for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { // Get distance of current point to the center of the sprite float dist = Vector2.Distance(new Vector2(x, y), Sprite.Center.ToVector2); // Create outer atmosphere if (atmosphere) { Color currentPixel = Sprite.GetPixel(x, y); Color atmosphereColor = gradientColors[0]; atmosphereColor.a = 1f; if (dist < (radius / 2) + atmosphereThickness && dist > (radius / 2)) { float d = Mathf.Abs(dist - (radius / 2)); atmosphereColor.a = (atmosphereThickness - d) / atmosphereThickness; if (currentPixel == Color.clear) { Sprite.SetPixel(x, y, atmosphereColor); } else { Color newColor = SS_Utilities.Blend(atmosphereColor, Sprite.GetPixel(x, y), atmosphereColor.a); Sprite.SetPixel(x, y, newColor); } } } // Shadow float lightDistance = Vector2.Distance(new Vector2(x, y), lightPosition); lightDistance = 1.15f - SS_Utilities.Normalize(lightDistance, 0, Height); if (lightDistance < 0.025f) { lightDistance = 0.025f; } Color lightingColor = Sprite.GetPixel(x, y); lightingColor.r *= lightDistance; lightingColor.g *= lightDistance; lightingColor.b *= lightDistance; Sprite.SetPixel(x, y, lightingColor); // City lights if (city) { if (dist <= (radius / 2)) { float pixelNoise = (float)noise.GetValue(x, y, 0); pixelNoise = (pixelNoise + 1.0f) * 0.5f; pixelNoise = Mathf.Clamp(pixelNoise, 0f, 1f); if (Sprite.GetPixel(x, y).grayscale < 0.025f) { // Find land edges if (pixelNoise > settleLevel && pixelNoise < settleLevel + 0.05f) { if (random.Range(0f, 1f) > cityDensity) { // I don't know - i just wrotes numbers beside some colors and hoped for the best. // Hurray for laziness! Color newColor = (Color.white * 0.65f + Color.yellow * 0.85f) * 0.8f; newColor.a = 1; // Blend the city light with the ring if there is one Color ringColor = tmpRingRotated.GetPixel(x, y); if (ring && ringColor != Color.clear) { newColor = SS_Utilities.Blend(newColor, ringColor, ringColor.a); } Sprite.SetPixel(x, y, newColor); } } } } } } } }