added some more comments

This commit is contained in:
Kromzem
2017-10-27 12:28:54 +02:00
parent 26f446eb33
commit 6267420572

View File

@ -1,20 +1,32 @@
import java.util.Random;
import java.util.Scanner;
/**
* For detailed info and implementation see: <a href="http://devmag.org.za/2009/04/25/perlin-noise/">Perlin-Noise</a>
*/
public class PerlinNoise {
/**
* @param width width of noise array
* @param height height of noise array
* @param octaveCount numbers of layers used for blending noise
* @param persistence value of impact each layer get while blending
* @param seed used for randomizer
* @return float array containing calculated "Perlin-Noise" values
*/
static float[][] generatePerlinNoise(int width, int height, int octaveCount, float persistence, long seed) {
final float[][] base = new float[width][height];
final float[][] perlinNoise = new float[width][height];
final float[][][] noiseLayers = new float[octaveCount][][];
Random random = new Random(seed);
//fill base array with random values as base for noise
for(int x = 0; x < width; x++) {
for(int y = 0; y < height; y++) {
base[x][y] = random.nextFloat();
}
}
//calculate octaves
//calculate octaves with different roughness
for(int octave = 0; octave < octaveCount; octave++) {
noiseLayers[octave] = generatePerlinNoiseLayer(base, width, height, octave);
}
@ -22,19 +34,21 @@ public class PerlinNoise {
float amplitude = 1f;
float totalAmplitude = 0f;
//calculate perlin noise
//calculate perlin noise by blending each layer together with specific persistence
for(int octave = octaveCount - 1; octave >= 0; octave--) {
amplitude *= persistence;
totalAmplitude += amplitude;
for(int x = 0; x < width; x++) {
for(int y = 0; y < height; y++) {
//adding each value of the noise layer to the noise
//by increasing amplitude the rougher noises will have more impact
perlinNoise[x][y] += noiseLayers[octave][x][y] * amplitude;
}
}
}
//normalize
//normalize values so that they stay between 0..1
for(int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
perlinNoise[x][y] /= totalAmplitude;
@ -44,25 +58,39 @@ public class PerlinNoise {
return perlinNoise;
}
/**
* @param base base random float array
* @param width width of noise array
* @param height height of noise array
* @param octave current layer
* @return float array containing calculated "Perlin-Noise-Layer" values
*/
static float[][] generatePerlinNoiseLayer(float[][] base, int width, int height, int octave) {
float[][] perlinNoiseLayer = new float[width][height];
int period = 1 << octave;
float frequency = 1f / period;
//calculate period (wavelength) for different shapes
int period = 1 << octave; //2^k
float frequency = 1f / period; // 1/2^k
for(int x = 0; x < width; x++) {
//calculates the horizontal sampling indices
int x0 = (x / period) * period;
int x1 = (x0 + period) % width;
float horizintalBlend = (x - x0) * frequency;
for(int y = 0; y < height; y++) {
//calculates the vertical sampling indices
int y0 = (y / period) * period;
int y1 = (y0 + period) % height;
float verticalBlend = (y - y0) * frequency;
//blend top corners
float top = interpolate(base[x0][y0], base[x1][y0], horizintalBlend);
//blend bottom corners
float bottom = interpolate(base[x0][y1], base[x1][y1], horizintalBlend);
//blend top and bottom interpolation to get the final blend value for this cell
perlinNoiseLayer[x][y] = interpolate(top, bottom, verticalBlend);
}
}
@ -70,6 +98,12 @@ public class PerlinNoise {
return perlinNoiseLayer;
}
/**
* @param a value of point a
* @param b value of point b
* @param alpha determine which value has more impact (closer to 0 -> a, closer to 1 -> b)
* @return interpolated value
*/
static float interpolate(float a, float b, float alpha) {
return a * (1 - alpha) + alpha * b;
}