func render() { base_x += 1.0 base_y += 1.0 alpha = alpha_lerp() beta = beta_lerp() r := uint8(r_lerp()) g := uint8(g_lerp()) b := uint8(b_lerp()) for x := 0.0; x < width; x++ { for y := 0.0; y < height; y++ { px := base_x + x py := base_y + y perlin := perlin.Noise2D(px, py, int64(seed), alpha, beta, octaves) perlin = (perlin * .5) + .5 perlin = math.Max(0.0, perlin) perlin = math.Min(1.0, perlin) color := rog.RGB{r, g, b} result := rog.Black.Alpha(color, perlin) rog.Set(int(x), int(y)+1, nil, result, "") } } }
func (self *World) Feature2(x uint16, z uint16) float64 { noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/4), float64(z-MAP_DIAM)/(NOISE_SCALE/4), self.seed, 3, 5, 7) if noise > 1.0 { noise = 1.0 } if noise < -1.0 { noise = -1.0 } return noise }
func (self *World) Feature1(x uint16, z uint16) float64 { noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/4), float64(z-MAP_DIAM)/(NOISE_SCALE/4), worldSeed, 6, 8, 14) if noise > 1.0 { noise = 1.0 } if noise < -1.0 { noise = -1.0 } return noise }
func (self *World) SoilThickness(x uint16, z uint16) uint16 { noise := perlin.Noise2D(float64(x-MAP_DIAM)/(2*NOISE_SCALE), float64(z-MAP_DIAM)/(2*NOISE_SCALE), self.seed, 1.8, 1.6, 8) if noise > 1.0 { noise = 1.0 } if noise < -1.0 { noise = -1.0 } return uint16(noise*2.5 + 2.5) }
func (self *World) Copper(x uint16, z uint16) uint16 { noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/2.5), float64(z-MAP_DIAM)/(NOISE_SCALE/2.5), self.seed, 3.1, 2.0, 6) if noise > 1.0 { noise = 1.0 } if noise < 0.54 { noise = 0 } noise = noise * 3 return uint16(noise) }
func (self *World) Iron(x uint16, z uint16) uint16 { noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/2.2), float64(z-MAP_DIAM)/(NOISE_SCALE/2.2), self.seed, 2.5, 1.9, 6) if noise > 1.0 { noise = 1.0 } if noise < 0.56 { noise = 0 } noise = noise * 3 return uint16(noise) }
func (self *World) Coal(x uint16, z uint16) uint16 { noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/2), float64(z-MAP_DIAM)/(NOISE_SCALE/2), self.seed, 1.9, 1.2, 12) if noise > 1.0 { noise = 1.0 } if noise < 0.55 { noise = 0 } noise = noise * 4 return uint16(noise) }
func (self *World) Rocks(x uint16, z uint16) uint16 { noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/2), float64(z-MAP_DIAM)/(NOISE_SCALE/2), self.seed, 1.5, 3.0, 12) if noise > 1.0 { noise = 1.0 } if noise < 0.8 { noise = 0 } noise = noise * 5 return uint16(noise) }
func (self *World) Ore(x uint16, z uint16, blockid BlockId, occcurrence float64) uint16 { xloc := (float64(x) + MAP_DIAM*float64(blockid)) / (NOISE_SCALE / 2) zloc := (float64(z) + MAP_DIAM*float64(blockid)) / (NOISE_SCALE / 2) noise := perlin.Noise2D(xloc, zloc, self.seed, 2.4, 1.8, 4) if noise > 1.0 { noise = 1.0 } if noise < occcurrence { noise = 0 } else { noise = 5 * (noise - occcurrence) / (1 - occcurrence) } return uint16(noise) }
func (self *World) GroundLevel(x uint16, z uint16) uint16 { noise := perlin.Noise2D(float64(x-MAP_DIAM)/(4*NOISE_SCALE), float64(z-MAP_DIAM)/(4*NOISE_SCALE), self.seed, 1.4, 1.2, 4) if noise > 1.0 { noise = 1.0 } if noise < -1.0 { noise = -1.0 } if noise < 0.0 { noise /= 10 } ground := uint16(SEA_LEVEL + ((CHUNK_HEIGHT-SEA_LEVEL)*0.9)*(noise+0.1)/1.1) return ground }
func (self *World) GroundLevel(x uint16, z uint16) uint16 { noise := perlin.Noise2D(float64(x-MAP_DIAM)/(4*NOISE_SCALE), float64(z-MAP_DIAM)/(4*NOISE_SCALE), worldSeed, 1.4, 1.2, 4) if noise > 0.85 { noise = noise + (1.0-noise)*0.5 } if noise > 1.0 { noise = 1.0 } if noise < -1.0 { noise = -1.0 } if noise < 0 { noise /= 15 } ground := uint16((CHUNK_HEIGHT/2)*(noise+0.1)/1.1 + CHUNK_HEIGHT/3.0) return ground }
func NewPane(w, h, n int) *Pane { p := new(Pane) p.w = w p.h = h p.fw = dx * float64(w) p.fh = dx * float64(h) p.coat = make([]float64, w*h) p.dirt = make([]float64, w*h) p.droplets = make([]Droplet, n) for i := range p.droplets { p.droplets[i].init() } for i := range p.dirt { p.dirt[i] = perlin.Noise2D(float64(i%w)/10, float64(i/w)/10, 1, 2, 2, 3)*0.7 + 1 } return p }
func (self *World) Precipitation(x uint16, z uint16) float64 { return perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE), float64(z-MAP_DIAM)/(NOISE_SCALE), self.seed, 2.0, 0.6, 1) }