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https://github.com/VolmitSoftware/Iris.git
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Fix noise
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bb7e277f19
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6153b25bc7
@ -31,6 +31,7 @@ public class CNG
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private final double opacity;
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private NoiseInjector injector;
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private RNG rng;
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private boolean noscale;
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private int oct;
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private double patch;
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private double up;
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@ -124,6 +125,7 @@ public class CNG
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public CNG(RNG random, NoiseType t, double opacity, int octaves)
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{
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creates++;
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noscale = t.equals(NoiseType.WHITE);
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this.oct = octaves;
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this.rng = random;
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power = 1;
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@ -332,8 +334,8 @@ public class CNG
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public double noise(double... dim)
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{
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double scale = this.bakedScale * this.scale;
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double f = (fracture != null ? (fracture.noise(dim) - 0.5) * fscale : 0D);
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double scale = noscale ? 1 : this.bakedScale * this.scale;
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double f = noscale ? 0 : (fracture != null ? (fracture.noise(dim) - 0.5) * fscale : 0D);
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double x = dim.length > 0 ? dim[0] + f : 0D;
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double y = dim.length > 1 ? dim[1] - f : 0D;
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double z = dim.length > 2 ? dim[2] - f : 0D;
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@ -353,21 +353,21 @@ public class FastNoise
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private static double DValCoord2D(int seed, long x, long y)
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{
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int n = seed;
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long n = seed;
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n ^= X_PRIME_L * x;
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n ^= Y_PRIME_L * y;
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return ((n * n * n * 604930000L) / 21474836480000D) % 2D;
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return ((n * n * n * 60493L) / (double) Long.MAX_VALUE);
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}
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private static double DValCoord3D(int seed, long x, long y, long z)
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{
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int n = seed;
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long n = seed;
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n ^= X_PRIME_L * x;
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n ^= Y_PRIME_L * y;
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n ^= Z_PRIME_L * z;
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return ((n * n * n * 604930000L) / 21474836480000D) % 2D;
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return ((n * n * n * 60493L) / (double) Long.MAX_VALUE);
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}
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private static float ValCoord3D(int seed, int x, int y, int z)
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@ -628,7 +628,7 @@ public class FastNoise
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{
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long i = Double.doubleToRawLongBits(f);
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return i ^ (i >> 16);
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return i ^ (i >> 32);
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}
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public float GetWhiteNoise(float x, float y, float z, float w)
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@ -9,21 +9,26 @@ public class WhiteNoise implements NoiseGenerator
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n = new FastNoise((int) seed);
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}
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private double f(double m)
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{
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return m;
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}
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@Override
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public double noise(double x)
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{
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return (n.GetWhiteNoise(Float.intBitsToFloat((int) Double.doubleToLongBits(x / 1000d)) % 1000000F, 0) / 2D) + 0.5D;
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return (n.DGetWhiteNoise(f(x), 0d) / 2D) + 0.5D;
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}
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@Override
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public double noise(double x, double z)
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{
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return (n.GetWhiteNoise(Float.intBitsToFloat((int) Double.doubleToLongBits(x / 1000d)) % 1000000F, Float.intBitsToFloat((int) Double.doubleToLongBits(z / 1000d)) % 1000000F) / 2D) + 0.5D;
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return (n.DGetWhiteNoise(f(x), f(z)) / 2D) + 0.5D;
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}
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@Override
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public double noise(double x, double y, double z)
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{
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return (n.GetWhiteNoise(Float.intBitsToFloat((int) Double.doubleToLongBits(x / 1000d)) % 1000000F, Float.intBitsToFloat((int) Double.doubleToLongBits(y / 1000d)) % 1000000F, Float.intBitsToFloat((int) Double.doubleToLongBits(z / 1000d)) % 1000000F) / 2D) + 0.5D;
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return (n.DGetWhiteNoise(f(x), f(y), f(z)) / 2D) + 0.5D;
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}
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}
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@ -9,19 +9,12 @@ import com.volmit.iris.util.RNG;
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@Desc("Styles of noise")
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@DontObfuscate
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public enum NoiseStyle {
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public enum NoiseStyle
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{
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@Desc("White Noise is like static. Useful for block scattering but not terrain.")
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@DontObfuscate
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STATIC(rng -> new CNG(rng, NoiseType.WHITE, 1D, 1)),
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@Desc("White Noise is like static. Useful for block scattering but not terrain. 4 Times finer.")
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@DontObfuscate
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STATIC_FINE(rng -> new CNG(rng, NoiseType.WHITE, 1D, 1).scale(4)),
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@Desc("White Noise is like static. Useful for block scattering but not terrain. 16 Times finer.")
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@DontObfuscate
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STATIC_ULTRA_FINE(rng -> new CNG(rng, NoiseType.WHITE, 1D, 1).scale(16)),
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@Desc("Wispy Perlin-looking simplex noise. The 'iris' style noise.")
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@DontObfuscate
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IRIS(rng -> CNG.signature(rng).scale(1)),
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@ -44,9 +37,7 @@ public enum NoiseStyle {
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@Desc("Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves.")
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@DontObfuscate
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FRACTAL_SMOKE(rng -> new CNG(rng, 1D, 1)
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.fractureWith(new CNG(rng.nextParallelRNG(1), NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 8).scale(0.2), 1000)
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.scale(0.34)),
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FRACTAL_SMOKE(rng -> new CNG(rng, 1D, 1).fractureWith(new CNG(rng.nextParallelRNG(1), NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 8).scale(0.2), 1000).scale(0.34)),
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@Desc("Thinner Veins.")
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@DontObfuscate
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@ -54,19 +45,15 @@ public enum NoiseStyle {
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@Desc("Cells of simplex noise")
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@DontObfuscate
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SIMPLEX_CELLS(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.SIMPLEX, 1D, 1).scale(1)
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.fractureWith(new CNG(rng.nextParallelRNG(8), NoiseType.CELLULAR, 1D, 1).scale(1), 200)),
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SIMPLEX_CELLS(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.SIMPLEX, 1D, 1).scale(1).fractureWith(new CNG(rng.nextParallelRNG(8), NoiseType.CELLULAR, 1D, 1).scale(1), 200)),
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@Desc("Veins of simplex noise")
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@DontObfuscate
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SIMPLEX_VASCULAR(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.SIMPLEX, 1D, 1).scale(1)
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.fractureWith(new CNG(rng.nextParallelRNG(8), NoiseType.VASCULAR, 1D, 1).scale(1), 200)),
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SIMPLEX_VASCULAR(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.SIMPLEX, 1D, 1).scale(1).fractureWith(new CNG(rng.nextParallelRNG(8), NoiseType.VASCULAR, 1D, 1).scale(1), 200)),
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@Desc("Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves.")
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@DontObfuscate
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FRACTAL_WATER(rng -> new CNG(rng, 1D, 1)
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.fractureWith(new CNG(rng.nextParallelRNG(1), NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 9).scale(0.03), 9900)
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.scale(1.14)),
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FRACTAL_WATER(rng -> new CNG(rng, 1D, 1).fractureWith(new CNG(rng.nextParallelRNG(1), NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 9).scale(0.03), 9900).scale(1.14)),
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@Desc("Perlin. Like simplex but more natural")
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@DontObfuscate
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@ -413,17 +400,21 @@ public enum NoiseStyle {
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VASCULAR_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.VASCULAR)),
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;
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private CNGFactory f;
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private NoiseStyle(CNGFactory f) {
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private NoiseStyle(CNGFactory f)
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{
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this.f = f;
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}
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public CNG create(RNG seed) {
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public CNG create(RNG seed)
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{
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return f.create(seed).bake();
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}
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public IrisGeneratorStyle style() {
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public IrisGeneratorStyle style()
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{
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return new IrisGeneratorStyle(this);
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}
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}
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