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October 12, 2020 22:57
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Version of perlin adapted from wikipedia and used for dragonruby
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class PerlinNoise | |
attr_accessor :noise_map | |
def initialize(res, pixel, factor: [0.05, 0.05], mode: 'smooth', vectors: 'random') | |
@noise_map = [] | |
@res = res | |
@pixel = pixel | |
@factor = factor | |
@mode = mode | |
@vectors = vectors | |
render_sections | |
end | |
def render_sections | |
@res[0].times { |x| render_column(x) } | |
end | |
def render_column(x) | |
@res[1].times do |y| | |
@noise_map << [x * @pixel[0], y * @pixel[1], @pixel[0], @pixel[1], | |
grey(perlin(x * @factor[0], y * @factor[1]))] | |
end | |
end | |
def perlin(x, y) | |
xi = x.to_i | |
yi = y.to_i | |
interpolate(calc(xi, 1 + xi, yi, x, y), calc(xi, 1 + xi, 1 + yi, x, y), y - yi, @mode) | |
end | |
def interpolate(a0, a1, w, type = '') | |
case type | |
when 'linear' then (1 - w) * a0 + w * a1 | |
when 'smooth' then w**2 * (3 - 2 * w) * (a1 - a0) + a0 | |
else (a0 + a1) * w | |
end | |
end | |
def calc(x1, x2, y1, x, y) | |
interpolate(dot_product(x1, y1, x, y), dot_product(x2, y1, x, y), x - x1, @mode) | |
end | |
def dot_product(ix, iy, x, y) | |
(x - ix) * vecs(ix, iy, @vectors).value(0) + (y - iy) * vecs(ix, iy, @vectors).value(1) | |
end | |
def vecs(ix, iy, type = '') | |
return [Math.cos(ix * iy), Math.sin(ix * iy)] unless type == 'random' | |
random = 2920 * Math.sin(ix * 21_942 + iy * 171_324 + 8912) * | |
Math.cos(ix * 23_157 * iy * 217_832 + 9758) | |
[Math.cos(random), Math.sin(random)] | |
end | |
def grey(val) | |
level = (val * 127 + 127).to_i | |
[level, level, level] | |
end | |
end | |
$perlin = PerlinNoise.new([128, 72], [10, 10], factor: [0.1, 0.1], mode: 'smooth').noise_map | |
def tick(args) | |
args.render_target(:perlin_noise).solids << $perlin if args.state.tick_count.zero? | |
args.sprites << [0, 0, 1280, 720, :perlin_noise] | |
end |
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