Noise textures are often very important in lots of algorithms used in computer graphics.
This post will show a simple implementation of the classic Perlin Noise technique.
The code below shows a class responsible for generating each point of the noise texture. The implementation is simple, we used the perlin formula to generate the point, and after we make a bilinear interpolation to smooth a little the sample:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace PloobsEngine.Utils
{
/// Perlin Noise
public class PerlinNoise
{
/// Perlin Noise Constructot
public PerlinNoise(int width, int height)
{
this.MAX_WIDTH = width;
this.MAX_HEIGHT = height;
}
public int MAX_WIDTH = 256;
public int MAX_HEIGHT = 256;
/// Gets the value for a specific X and Y coordinate
/// results in range [-1, 1] * maxHeight
public float GetRandomHeight(float X, float Y, float MaxHeight,
float Frequency, float Amplitude, float Persistance,
int Octaves)
{
GenerateNoise();
float FinalValue = 0.0f;
for (int i = 0; i < Octaves; ++i)
{
FinalValue += GetSmoothNoise(X * Frequency, Y * Frequency) * Amplitude;
Frequency *= 2.0f;
Amplitude *= Persistance;
}
if (FinalValue < -1.0f)
{
FinalValue = -1.0f;
}
else if (FinalValue > 1.0f)
{
FinalValue = 1.0f;
}
return FinalValue * MaxHeight;
}
//This function is a simple bilinear filtering function which is good (and easy) enough.
private float GetSmoothNoise(float X, float Y)
{
float FractionX = X - (int)X;
float FractionY = Y - (int)Y;
int X1 = ((int)X + MAX_WIDTH) % MAX_WIDTH;
int Y1 = ((int)Y + MAX_HEIGHT) % MAX_HEIGHT;
//for cool art deco looking images, do +1 for X2 and Y2 instead of -1...
int X2 = ((int)X + MAX_WIDTH - 1) % MAX_WIDTH;
int Y2 = ((int)Y + MAX_HEIGHT - 1) % MAX_HEIGHT;
float FinalValue = 0.0f;
FinalValue += FractionX * FractionY * Noise[X1, Y1];
FinalValue += FractionX * (1 - FractionY) * Noise[X1, Y2];
FinalValue += (1 - FractionX) * FractionY * Noise[X2, Y1];
FinalValue += (1 - FractionX) * (1 - FractionY) * Noise[X2, Y2];
return FinalValue;
}
float[,] Noise;
bool NoiseInitialized = false;
/// create a array of randoms
private void GenerateNoise()
{
if (NoiseInitialized) //A boolean variable in the class to make sure we only do this once
return;
Noise = new float[MAX_WIDTH, MAX_HEIGHT]; //Create the noise table where MAX_WIDTH and MAX_HEIGHT are set to some value>0
for (int x = 0; x < MAX_WIDTH; ++x)
{
for (int y = 0; y < MAX_HEIGHT; ++y)
{
Noise[x, y] = ((float)(StaticRandom.Random()) - 0.5f) * 2.0f; //Generate noise between -1 and 1
}
}
NoiseInitialized = true;
}
}
}
To transform the sampled points in a texture you could use the following code:
public Texture2D CreatePerlinNoiseTexture(int sizex, int sizey,float frequencia, float amplitude, float persistence, int octave,bool mipmap = false)
{
PerlinNoise pn = new PerlinNoise(sizex, sizey);
Texture2D t = factory.CreateTexture2D(sizex, sizey,mipmap); ///helper that creates a simple empty texture
Color[] cor = new Color[sizex * sizey];
for (int i = 0; i < sizex; i++)
{
for (int j = 0; j < sizey; j++)
{
float value = pn.GetRandomHeight(i, j, 1, frequencia, amplitude, persistence, octave);
value = 0.5f * (1 + value);
cor[i + j * sizex] = new Color(value,value,value);
}
}
t.SetData(cor);
return t;
}
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