forked from s425077/PotatoPlan
333 lines
9.3 KiB
C#
333 lines
9.3 KiB
C#
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
|
|
} |