Separate noise chunk generator code

This commit is contained in:
Misode
2020-12-05 15:13:28 +01:00
parent 259f068230
commit 3eb179c0a2
6 changed files with 134 additions and 128 deletions

View File

@@ -3,7 +3,7 @@ import { Octicon } from "../components/Octicon"
import { Property } from "../state/Property"
import { hashString, hexId } from "../Utils"
import { View } from "../views/View"
import { NormalNoise } from './NormalNoise'
import { NormalNoise } from './math/NormalNoise'
import { Preview } from './Preview'
const LOCAL_STORAGE_BIOME_COLORS = 'biome_colors'

View File

@@ -0,0 +1,127 @@
import { PerlinNoise } from './math/PerlinNoise'
import { clampedLerp, hexId, lerp2 } from '../Utils'
export class NoiseChunkGenerator {
private minLimitPerlinNoise: PerlinNoise
private maxLimitPerlinNoise: PerlinNoise
private mainPerlinNoise: PerlinNoise
private depthNoise: PerlinNoise
private chunkWidth: number = 4
private chunkHeight: number = 4
private chunkCountY: number = 32
constructor(private state: any, private depth: number, private scale: number) {
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 iterateNoiseColumn(x: number): number[] {
const data = Array(this.chunkCountY * this.chunkHeight)
const cx = Math.floor(x / this.chunkWidth)
const ox = Math.floor(x % this.chunkWidth) / this.chunkWidth
const noise1 = this.fillNoiseColumn(cx)
const noise2 = this.fillNoiseColumn(cx + 1)
for (let y = this.chunkCountY - 1; y >= 0; y -= 1) {
for (let yy = this.chunkHeight; yy >= 0; yy -= 1) {
const oy = yy / this.chunkHeight
const i = y * this.chunkHeight + yy
data[i] = lerp2(oy, ox, noise1[y], noise1[y+1], noise2[y], noise2[y+1]);
}
}
return data
}
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
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 falloff = (density + scaledDepth) * scaledScale
noise += falloff * (falloff > 0 ? 4 : 1)
if (this.state.top_slide.size > 0) {
noise = clampedLerp(
this.state.top_slide.target,
noise,
(this.chunkCountY - y - (this.state.top_slide.offset)) / (this.state.top_slide.size)
)
}
if (this.state.bottom_slide.size > 0) {
noise = clampedLerp(
this.state.bottom_slide.target,
noise,
(y - (this.state.bottom_slide.offset)) / (this.state.bottom_slide.size)
)
}
data[y] = noise
}
return data
}
private getRandomDensity(x: number): number {
const noise = this.depthNoise.getValue(x * 200, 10, this.depthNoise.getOctaveNoise(0).zo, 1, 0, true)
const a = (noise < 0) ? -noise * 0.3 : noise
const b = a * 24.575625 - 2
return (b < 0) ? b * 0.009486607142857142 : Math.min(b, 1) * 0.006640625
}
private sampleAndClampNoise(x: number, y: number, z: number, xzScale: number, yScale: number, xzFactor: number, yFactor: number): number {
let a = 0
let b = 0
let c = 0
let d = 1
for (let i = 0; i < 16; i += 1) {
const x2 = PerlinNoise.wrap(x * xzScale * d)
const y2 = PerlinNoise.wrap(y * yScale * d)
const z2 = PerlinNoise.wrap(z * xzScale * d)
const e = yScale * d
const minLimitNoise = this.minLimitPerlinNoise.getOctaveNoise(i)
if (minLimitNoise) {
a += minLimitNoise.noise(x2, y2, z2, e, y * e) / d
}
const maxLimitNoise = this.maxLimitPerlinNoise.getOctaveNoise(i)
if (maxLimitNoise) {
b += maxLimitNoise.noise(x2, y2, z2, e, y * e) / d
}
if (i < 8) {
const mainNoise = this.mainPerlinNoise.getOctaveNoise(i)
if (mainNoise) {
c += mainNoise.noise(
PerlinNoise.wrap(x * xzFactor * d),
PerlinNoise.wrap(y * yFactor * d),
PerlinNoise.wrap(z * xzFactor * d),
yFactor * d,
y * yFactor * d
) / d
}
}
d /= 2
}
return clampedLerp(a / 512, b / 512, (c / 10 + 1) / 2)
}
}

View File

@@ -2,30 +2,14 @@ import { DataModel, Path, ModelPath } from "@mcschema/core"
import { Preview } from './Preview'
import { toggleMenu, View } from '../views/View'
import { Octicon } from '../components/Octicon'
import { clampedLerp, hexId, lerp2 } from '../Utils'
import { PerlinNoise } from './PerlinNoise'
import { NoiseChunkGenerator } from './NoiseChunkGenerator'
export class NoiseSettingsPreview extends Preview {
private minLimitPerlinNoise: PerlinNoise
private maxLimitPerlinNoise: PerlinNoise
private mainPerlinNoise: PerlinNoise
private depthNoise: PerlinNoise
private width: number = 512
private chunkWidth: number = 4
private chunkHeight: number = 4
private chunkCountY: number = 32
private offsetX: number = 0
private debug: boolean = false
private depth: number = 0.1
private scale: number = 0.2
constructor() {
super()
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)
}
private offsetX: number = 0
private debug: boolean = false
getName() {
return 'noise-settings'
@@ -87,13 +71,11 @@ export class NoiseSettingsPreview extends Preview {
}
draw(model: DataModel, img: ImageData) {
this.chunkWidth = this.state.size_horizontal * 4
this.chunkHeight = this.state.size_vertical * 4
this.chunkCountY = Math.floor(this.state.height / this.chunkHeight)
const generator = new NoiseChunkGenerator(this.state, this.depth, this.scale)
const data = img.data
for (let x = 0; x < this.width; x += 1) {
const noise = this.iterateNoiseColumn(x - this.offsetX).reverse()
const noise = 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)
@@ -121,107 +103,4 @@ export class NoiseSettingsPreview extends Preview {
}
return 255
}
private iterateNoiseColumn(x: number): number[] {
const data = Array(this.chunkCountY * this.chunkHeight)
const cx = Math.floor(x / this.chunkWidth)
const ox = Math.floor(x % this.chunkWidth) / this.chunkWidth
const noise1 = this.fillNoiseColumn(cx)
const noise2 = this.fillNoiseColumn(cx + 1)
for (let y = this.chunkCountY - 1; y >= 0; y -= 1) {
for (let yy = this.chunkHeight; yy >= 0; yy -= 1) {
const oy = yy / this.chunkHeight
const i = y * this.chunkHeight + yy
data[i] = lerp2(oy, ox, noise1[y], noise1[y+1], noise2[y], noise2[y+1]);
}
}
return data
}
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
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 falloff = (density + scaledDepth) * scaledScale
noise += falloff * (falloff > 0 ? 4 : 1)
if (this.state.top_slide.size > 0) {
noise = clampedLerp(
this.state.top_slide.target,
noise,
(this.chunkCountY - y - (this.state.top_slide.offset)) / (this.state.top_slide.size)
)
}
if (this.state.bottom_slide.size > 0) {
noise = clampedLerp(
this.state.bottom_slide.target,
noise,
(y - (this.state.bottom_slide.offset)) / (this.state.bottom_slide.size)
)
}
data[y] = noise
}
return data
}
private getRandomDensity(x: number): number {
const noise = this.depthNoise.getValue(x * 200, 10, this.depthNoise.getOctaveNoise(0).zo, 1, 0, true)
const a = (noise < 0) ? -noise * 0.3 : noise
const b = a * 24.575625 - 2
return (b < 0) ? b * 0.009486607142857142 : Math.min(b, 1) * 0.006640625
}
private sampleAndClampNoise(x: number, y: number, z: number, xzScale: number, yScale: number, xzFactor: number, yFactor: number): number {
let a = 0
let b = 0
let c = 0
let d = 1
for (let i = 0; i < 16; i += 1) {
const x2 = PerlinNoise.wrap(x * xzScale * d)
const y2 = PerlinNoise.wrap(y * yScale * d)
const z2 = PerlinNoise.wrap(z * xzScale * d)
const e = yScale * d
const minLimitNoise = this.minLimitPerlinNoise.getOctaveNoise(i)
if (minLimitNoise) {
a += minLimitNoise.noise(x2, y2, z2, e, y * e) / d
}
const maxLimitNoise = this.maxLimitPerlinNoise.getOctaveNoise(i)
if (maxLimitNoise) {
b += maxLimitNoise.noise(x2, y2, z2, e, y * e) / d
}
if (i < 8) {
const mainNoise = this.mainPerlinNoise.getOctaveNoise(i)
if (mainNoise) {
c += mainNoise.noise(
PerlinNoise.wrap(x * xzFactor * d),
PerlinNoise.wrap(y * yFactor * d),
PerlinNoise.wrap(z * xzFactor * d),
yFactor * d,
y * yFactor * d
) / d
}
}
d /= 2
}
return clampedLerp(a / 512, b / 512, (c / 10 + 1) / 2)
}
}

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@@ -1,5 +1,5 @@
import seedrandom from 'seedrandom'
import { lerp3, smoothstep } from '../Utils'
import { lerp3, smoothstep } from '../../Utils'
export class ImprovedNoise {
private static readonly GRADIENT = [[1, 1, 0], [-1, 1, 0], [1, -1, 0], [-1, -1, 0], [1, 0, 1], [-1, 0, 1], [1, 0, -1], [-1, 0, -1], [0, 1, 1], [0, -1, 1], [0, 1, -1], [0, -1, -1], [1, 1, 0], [0, -1, 1], [-1, 1, 0], [0, -1, -1]]