Keep same seed in noise chunk generator

This commit is contained in:
Misode
2020-12-07 22:08:41 +01:00
parent 04063cff87
commit 1e7ebffbd1
2 changed files with 38 additions and 24 deletions
+10 -5
View File
@@ -5,11 +5,17 @@ import { Octicon } from '../components/Octicon'
import { NoiseChunkGenerator } from './noise/NoiseChunkGenerator'
export class NoiseSettingsPreview extends Preview {
private width: number = 512
private width: number = 256
private depth: number = 0.1
private scale: number = 0.2
private offsetX: number = 0
private debug: boolean = false
private generator: NoiseChunkGenerator
constructor() {
super()
this.generator = new NoiseChunkGenerator()
}
getName() {
return 'noise-settings'
@@ -67,15 +73,14 @@ export class NoiseSettingsPreview extends Preview {
}
getSize(): [number, number] {
return [this.width, this.state.height]
return [this.width, this.state.height / 2]
}
draw(model: DataModel, img: ImageData) {
const generator = new NoiseChunkGenerator(this.state, this.depth, this.scale)
this.generator.reset(this.state, this.depth, this.scale)
const data = img.data
for (let x = 0; x < this.width; x += 1) {
const noise = generator.iterateNoiseColumn(x - this.offsetX).reverse()
const noise = this.generator.iterateNoiseColumn(x - this.offsetX).reverse()
for (let y = 0; y < this.state.height; y += 1) {
const i = (y * (img.width * 4)) + (x * 4)
const color = this.getColor(noise, y)
+28 -19
View File
@@ -7,19 +7,28 @@ export class NoiseChunkGenerator {
private mainPerlinNoise: PerlinNoise
private depthNoise: PerlinNoise
private settings: any
private chunkWidth: number = 4
private chunkHeight: number = 4
private chunkCountY: number = 32
private biomeDepth: number = 0.1
private biomeScale: number = 0.2
constructor(private state: any, private depth: number, private scale: number) {
constructor() {
this.minLimitPerlinNoise = PerlinNoise.fromRange(hexId(), -15, 0)
this.maxLimitPerlinNoise = PerlinNoise.fromRange(hexId(), -15, 0)
this.mainPerlinNoise = PerlinNoise.fromRange(hexId(), -7, 0)
this.depthNoise = PerlinNoise.fromRange(hexId(), -15, 0)
this.chunkWidth = state.size_horizontal * 4
this.chunkHeight = state.size_vertical * 4
this.chunkCountY = Math.floor(state.height / this.chunkHeight)
}
public reset(settings: any, depth: number, scale: number) {
this.settings = settings
this.chunkWidth = settings.size_horizontal * 4
this.chunkHeight = settings.size_vertical * 4
// dividing by two as cheap optimization
this.chunkCountY = Math.floor(settings.height / this.chunkHeight) / 2
this.biomeDepth = depth
this.biomeScale = scale
}
public iterateNoiseColumn(x: number): number[] {
@@ -42,34 +51,34 @@ export class NoiseChunkGenerator {
private fillNoiseColumn(x: number): number[] {
const data = Array(this.chunkCountY + 1)
let scaledDepth = 0.265625 * this.depth
let scaledScale = 96 / this.scale
const xzScale = 684.412 * this.state.sampling.xz_scale
const yScale = 684.412 * this.state.sampling.y_scale
const xzFactor = xzScale / this.state.sampling.xz_factor
const yFactor = yScale / this.state.sampling.y_factor
const randomDensity = this.state.random_density_offset ? this.getRandomDensity(x) : 0
let scaledDepth = 0.265625 * this.biomeDepth
let scaledScale = 96 / this.biomeScale
const xzScale = 684.412 * this.settings.sampling.xz_scale
const yScale = 684.412 * this.settings.sampling.y_scale
const xzFactor = xzScale / this.settings.sampling.xz_factor
const yFactor = yScale / this.settings.sampling.y_factor
const randomDensity = this.settings.random_density_offset ? this.getRandomDensity(x) : 0
for (let y = 0; y <= this.chunkCountY; y += 1) {
let noise = this.sampleAndClampNoise(x, y, this.mainPerlinNoise.getOctaveNoise(0).zo, xzScale, yScale, xzFactor, yFactor)
const yOffset = 1 - y * 2 / this.chunkCountY + randomDensity
const density = yOffset * this.state.density_factor + this.state.density_offset
const density = yOffset * this.settings.density_factor + this.settings.density_offset
const falloff = (density + scaledDepth) * scaledScale
noise += falloff * (falloff > 0 ? 4 : 1)
if (this.state.top_slide.size > 0) {
if (this.settings.top_slide.size > 0) {
noise = clampedLerp(
this.state.top_slide.target,
this.settings.top_slide.target,
noise,
(this.chunkCountY - y - (this.state.top_slide.offset)) / (this.state.top_slide.size)
(this.chunkCountY - y - (this.settings.top_slide.offset)) / (this.settings.top_slide.size)
)
}
if (this.state.bottom_slide.size > 0) {
if (this.settings.bottom_slide.size > 0) {
noise = clampedLerp(
this.state.bottom_slide.target,
this.settings.bottom_slide.target,
noise,
(y - (this.state.bottom_slide.offset)) / (this.state.bottom_slide.size)
(y - (this.settings.bottom_slide.offset)) / (this.settings.bottom_slide.size)
)
}
data[y] = noise