/// <summary> /// This function generates a heightmap and returns it as a System.Drawing.Image /// </summary> /// <param name="imageSize">The size of the image. Square sizes work best</param> /// <param name="borderSize"></param> /// <param name="octaveCount">The higher the octave, the 'busier' it is. Values 1-6 work well.</param> /// <param name="frequency">Increasing frequencies adds detail but also makes the features smaller. 0.5 to 5 work well.</param> /// <param name="persistence">Increasing persistence adds roughness. 0.25 to 0.75 work well.</param> /// <returns></returns> public static Image GeneratePerlinImage(int imageSize, double borderSize = 2, int octaveCount = 4, double frequency = 2, double persistence = 0.4) { //Console.WriteLine("Press Enter to Start Perlin Generator"); //Console.ReadLine(); Console.WriteLine("Generating Perlin Heightmap..."); //seamless so bumpmap looks good heightMapBuilder = new PlanarNoiseMapBuilder((uint)imageSize, (uint)imageSize, borderSize, perlin, xLower, xLower+dist, yLower, yLower+dist, true); heightMap = heightMapBuilder.Build(); GradientColour colors = new GradientColour(); colors.AddGradientPoint(-1.0F, Color.Black); colors.AddGradientPoint(0, Color.Gray); colors.AddGradientPoint(1.0F, Color.White); perlin.OctaveCount = (uint)octaveCount; perlin.Frequency = frequency; perlin.Persistence = persistence; imgBuilder = new ImageBuilder(heightMap, colors); finalImage = imgBuilder.Render(); Console.WriteLine("Perlin Heightmap Generated"); return finalImage; }
public static Texture GeneratePlanetTexture(Vector2u texSize) { var imgSize = texSize; perlin = new Perlin(random.Next(2, 3), 0.2, NoiseQuality.Best, 4, 0.7, random.Next(0, 1024)); ridgedMulti = new RidgedMulti(random.NextDouble() * 2, 0.3, 2, NoiseQuality.Best, random.Next(0, 1024)); voronoi = new Voronoi(0.1, random.NextDouble() * 2, true, random.Next(0, 1024)); selectModule = new Select(1.0, 1.0, 0.0); selectModule.SetSourceModule(0, perlin); selectModule.SetSourceModule(1, ridgedMulti); selectModule.SetSourceModule(2, voronoi); heightMapBuilder = new PlanarNoiseMapBuilder(imgSize.X, imgSize.Y, 0, selectModule, 1, 5, 1, 5, true); heightMap = heightMapBuilder.Build(); var texColors = new GradientColour(); texColors.AddGradientPoint(-1, GenerateProceduralColor()); texColors.AddGradientPoint(-0.2 + random.NextDouble() * 0.4, GenerateProceduralColor()); texColors.AddGradientPoint(1, GenerateProceduralColor()); var renderer = new ImageBuilder(heightMap, texColors); var renderedImg = renderer.Render(); var img = new Bitmap(renderedImg); var sfmlImg = new SFML.Graphics.Image(imgSize.X, imgSize.Y); for (uint x = 0; x < imgSize.X; x++) { for (uint y = 0; y < imgSize.Y; y++) { var col = img.GetPixel((int)x, (int)y); sfmlImg.SetPixel(x, y, new Color(col.R, col.G, col.B, col.A)); } } var returnTex = new Texture(sfmlImg); return returnTex; }