PerlinNoise map generator

This commit is contained in:
BOTLester 2020-05-11 01:16:01 +02:00
parent 8c976c4beb
commit 70be7e0151
3 changed files with 355 additions and 1 deletions

View File

@ -87,6 +87,7 @@
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Sources\Crops\CropType.cs" /> <Compile Include="Sources\Crops\CropType.cs" />
<Compile Include="Sources\Crops\CropTypesHolder.cs" /> <Compile Include="Sources\Crops\CropTypesHolder.cs" />
<Compile Include="Sources\Crops\PerlinNoise.cs" />
<Compile Include="Sources\Crops\SoilProperties.cs" /> <Compile Include="Sources\Crops\SoilProperties.cs" />
<Compile Include="Sources\ML\Engine.cs" /> <Compile Include="Sources\ML\Engine.cs" />
<Compile Include="Sources\Objects\DayNightCycle.cs" /> <Compile Include="Sources\Objects\DayNightCycle.cs" />
@ -159,6 +160,9 @@
</EmbeddedResource> </EmbeddedResource>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="LibNoise">
<Version>0.2.0</Version>
</PackageReference>
<PackageReference Include="LightGBM"> <PackageReference Include="LightGBM">
<Version>2.3.1</Version> <Version>2.3.1</Version>
</PackageReference> </PackageReference>
@ -183,6 +187,9 @@
<PackageReference Include="System.Collections.Immutable"> <PackageReference Include="System.Collections.Immutable">
<Version>1.7.0</Version> <Version>1.7.0</Version>
</PackageReference> </PackageReference>
<PackageReference Include="System.Drawing.Common">
<Version>4.7.0</Version>
</PackageReference>
<PackageReference Include="System.Memory"> <PackageReference Include="System.Memory">
<Version>4.5.4</Version> <Version>4.5.4</Version>
</PackageReference> </PackageReference>

View File

@ -13,11 +13,16 @@ class Farm
private CropTypesHolder PresetCrops = new CropTypesHolder(); private CropTypesHolder PresetCrops = new CropTypesHolder();
private int Update; private int Update;
private Astar astar = new Astar(); private Astar astar = new Astar();
private PerlinNoise perlin = new PerlinNoise();
private float[][] whiteNoise;
private float[][] perlinNoise;
//initializes the crops //initializes the crops
public void init(Vector2 Size, Vector2 housepos) public void init(Vector2 Size, Vector2 housepos)
{ {
whiteNoise = PerlinNoise.GenerateWhiteNoise(100, 100);
perlinNoise = PerlinNoise.GeneratePerlinNoise(whiteNoise, 1);
PresetCrops.init(); PresetCrops.init();
r = new Random(); r = new Random();
crops = new Crops[100, 100]; crops = new Crops[100, 100];
@ -26,6 +31,8 @@ class Farm
{ {
for (int j = 0; j < 99; j++) for (int j = 0; j < 99; j++)
{ {
int x = 0;
/*
int x = r.Next(0, 3); int x = r.Next(0, 3);
if (x == 0) if (x == 0)
{ {
@ -35,6 +42,13 @@ class Farm
{ {
x = r.Next(1, 3); x = r.Next(1, 3);
} }
*/
if (perlinNoise[i][j] > 0 && perlinNoise[i][j] < 0.2f)
x = 0;
else if (perlinNoise[i][j] >= 0.2f && perlinNoise[i][j] < 0.7f)
x = 1;
else if (perlinNoise[i][j] >= 0.7f)
x = 2;
crops[i, j] = new Crops(); crops[i, j] = new Crops();
crops[i, j].setStatus(x); crops[i, j].setStatus(x);
crops[i, j].setOriginalStatus(); crops[i, j].setOriginalStatus();

View File

@ -0,0 +1,333 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Drawing;
using System.Drawing.Imaging;
class PerlinNoise
{
#region Feilds
static Random random = new Random();
#endregion
#region Reusable Functions
public static float[][] GenerateWhiteNoise(int width, int height)
{
float[][] noise = GetEmptyArray<float>(width, height);
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
noise[i][j] = (float)random.NextDouble() % 1;
}
}
return noise;
}
public static float Interpolate(float x0, float x1, float alpha)
{
return x0 * (1 - alpha) + alpha * x1;
}
public static Color Interpolate(Color col0, Color col1, float alpha)
{
float beta = 1 - alpha;
return Color.FromArgb(
255,
(int)(col0.R * alpha + col1.R * beta),
(int)(col0.G * alpha + col1.G * beta),
(int)(col0.B * alpha + col1.B * beta));
}
public static Color GetColor(Color gradientStart, Color gradientEnd, float t)
{
float u = 1 - t;
Color color = Color.FromArgb(
255,
(int)(gradientStart.R * u + gradientEnd.R * t),
(int)(gradientStart.G * u + gradientEnd.G * t),
(int)(gradientStart.B * u + gradientEnd.B * t));
return color;
}
public static Color[][] MapGradient(Color gradientStart, Color gradientEnd, float[][] perlinNoise)
{
int width = perlinNoise.Length;
int height = perlinNoise[0].Length;
Color[][] image = GetEmptyArray<Color>(width, height); //an array of colours
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
image[i][j] = GetColor(gradientStart, gradientEnd, perlinNoise[i][j]);
}
}
return image;
}
public static T[][] GetEmptyArray<T>(int width, int height)
{
T[][] image = new T[width][];
for (int i = 0; i < width; i++)
{
image[i] = new T[height];
}
return image;
}
public static float[][] GenerateSmoothNoise(float[][] baseNoise, int octave)
{
int width = baseNoise.Length;
int height = baseNoise[0].Length;
float[][] smoothNoise = GetEmptyArray<float>(width, height);
int samplePeriod = 1 << octave; // calculates 2 ^ k
float sampleFrequency = 1.0f / samplePeriod;
for (int i = 0; i < width; i++)
{
//calculate the horizontal sampling indices
int sample_i0 = (i / samplePeriod) * samplePeriod;
int sample_i1 = (sample_i0 + samplePeriod) % width; //wrap around
float horizontal_blend = (i - sample_i0) * sampleFrequency;
for (int j = 0; j < height; j++)
{
//calculate the vertical sampling indices
int sample_j0 = (j / samplePeriod) * samplePeriod;
int sample_j1 = (sample_j0 + samplePeriod) % height; //wrap around
float vertical_blend = (j - sample_j0) * sampleFrequency;
//blend the top two corners
float top = Interpolate(baseNoise[sample_i0][sample_j0],
baseNoise[sample_i1][sample_j0], horizontal_blend);
//blend the bottom two corners
float bottom = Interpolate(baseNoise[sample_i0][sample_j1],
baseNoise[sample_i1][sample_j1], horizontal_blend);
//final blend
smoothNoise[i][j] = Interpolate(top, bottom, vertical_blend);
}
}
return smoothNoise;
}
public static float[][] GeneratePerlinNoise(float[][] baseNoise, int octaveCount)
{
int width = baseNoise.Length;
int height = baseNoise[0].Length;
float[][][] smoothNoise = new float[octaveCount][][]; //an array of 2D arrays containing
float persistance = 0.7f;
//generate smooth noise
for (int i = 0; i < octaveCount; i++)
{
smoothNoise[i] = GenerateSmoothNoise(baseNoise, i);
}
float[][] perlinNoise = GetEmptyArray<float>(width, height); //an array of floats initialised to 0
float amplitude = 1.0f;
float totalAmplitude = 0.0f;
//blend noise together
for (int octave = octaveCount - 1; octave >= 0; octave--)
{
amplitude *= persistance;
totalAmplitude += amplitude;
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
perlinNoise[i][j] += smoothNoise[octave][i][j] * amplitude;
}
}
}
//normalisation
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
perlinNoise[i][j] /= totalAmplitude;
}
}
return perlinNoise;
}
public static float[][] GeneratePerlinNoise(int width, int height, int octaveCount)
{
float[][] baseNoise = GenerateWhiteNoise(width, height);
return GeneratePerlinNoise(baseNoise, octaveCount);
}
public static Color[][] MapToGrey(float[][] greyValues)
{
int width = greyValues.Length;
int height = greyValues[0].Length;
Color[][] image = GetEmptyArray<Color>(width, height);
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
int grey = (int)(255 * greyValues[i][j]);
Color color = Color.FromArgb(255, grey, grey, grey);
image[i][j] = color;
}
}
return image;
}
public static void SaveImage(Color[][] image, string fileName)
{
int width = image.Length;
int height = image[0].Length;
Bitmap bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
bitmap.SetPixel(i, j, image[i][j]);
}
}
bitmap.Save(fileName);
}
public static Color[][] LoadImage(string fileName)
{
Bitmap bitmap = new Bitmap(fileName);
int width = bitmap.Width;
int height = bitmap.Height;
Color[][] image = GetEmptyArray<Color>(width, height);
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
image[i][j] = bitmap.GetPixel(i, j);
}
}
return image;
}
public static Color[][] BlendImages(Color[][] image1, Color[][] image2, float[][] perlinNoise)
{
int width = image1.Length;
int height = image1[0].Length;
Color[][] image = GetEmptyArray<Color>(width, height); //an array of colours for the new image
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
image[i][j] = Interpolate(image1[i][j], image2[i][j], perlinNoise[i][j]);
}
}
return image;
}
public static void DemoGradientMap()
{
int width = 256;
int height = 256;
int octaveCount = 8;
Color gradientStart = Color.FromArgb(255, 0, 0);
Color gradientEnd = Color.FromArgb(255, 0, 255);
float[][] perlinNoise = GeneratePerlinNoise(width, height, octaveCount);
Color[][] perlinImage = MapGradient(gradientStart, gradientEnd, perlinNoise);
SaveImage(perlinImage, "perlin_noise.png");
}
public static float[][] AdjustLevels(float[][] image, float low, float high)
{
int width = image.Length;
int height = image[0].Length;
float[][] newImage = GetEmptyArray<float>(width, height);
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
float col = image[i][j];
if (col <= low)
{
newImage[i][j] = 0;
}
else if (col >= high)
{
newImage[i][j] = 1;
}
else
{
newImage[i][j] = (col - low) / (high - low);
}
}
}
return newImage;
}
private static Color[][][] AnimateTransition(Color[][] image1, Color[][] image2, int frameCount)
{
Color[][][] animation = new Color[frameCount][][];
float low = 0;
float increment = 1.0f / frameCount;
float high = increment;
float[][] perlinNoise = AdjustLevels(
GeneratePerlinNoise(image1.Length, image1[0].Length, 9),
0.2f, 0.8f);
for (int i = 0; i < frameCount; i++)
{
AdjustLevels(perlinNoise, low, high);
float[][] blendMask = AdjustLevels(perlinNoise, low, high);
animation[i] = BlendImages(image1, image2, blendMask);
//SaveImage(animation[i], "blend_animation" + i + ".png");
SaveImage(MapToGrey(blendMask), "blend_mask" + i + ".png");
low = high;
high += increment;
}
return animation;
}
#endregion
}