(相关资料图)
之前介绍过perlin噪声的实现,现在应用实践一下——程序化生成幻想大陆这里使用的是perlin噪声倍频技术(也称分形噪声),详情传送门:柏林噪声算法代码示例使用的是shadertoy的语法规则,shandertoy传送门:ShaderToy
示例#define amp 1.9#define fre 1.#define oct 5.#define laun 2.#define pers 0.8#define zoom 5.#define edge 1.0#define delta_edge .2#define snow vec3(.9, .9, .9)#define mountains vec3(.4, .4, .2)#define hills vec3(.6, .6, .1)#define plain vec3(.1, .8, .2)#define beach vec3(.8, .8, .1)#define shallow_sea vec3(.1, .1, .9)#define deep_sea vec3(.1, .1, .6)#define v_snow = .95#define v_mountains .90#define v_hills .80#define v_plain .70#define v_beach .55#define v_shallow_sea .50#define v_deep_sea .30float rand(vec2 p){ return fract(sin(dot(p ,vec2(12.9898,78.233))) * 43758.5453);}float noise(vec2 x){ vec2 i = floor(x); vec2 f = fract(x); float a = rand(i); float b = rand(i + vec2(1.0, 0.0)); float c = rand(i + vec2(0.0, 1.0)); float d = rand(i + vec2(1.0, 1.0)); vec2 u = f * f * f * (f * (f * 6. - 15.) + 10.); float x1 = mix(a,b,u.x); float x2 = mix(c,d,u.x); return mix(x1,x2,u.y);}void mainImage( out vec4 fragColor, in vec2 fragCoord ){vec2 uv = (fragCoord.xy-0.5 * iResolution.xy) / iResolution.y; vec2 u = fragCoord.xy / iResolution.xy; float d = min(min(u.x, edge - u.x), min(u.y, edge - u.y)); float dw = smoothstep(0.0, delta_edge, d); float val = .0; uv *= zoom; for(float i = 0.; i < oct; i++) { float a = amp * pow(pers, i); float f = fre * pow(laun, i); val += a * noise(uv * f) / oct; } val *= dw; vec3 col = vec3(0.); if (val < v_deep_sea) col = deep_sea; if (val >= v_deep_sea && val < v_shallow_sea) col = shallow_sea; if (val >= v_shallow_sea && val < v_beach) col = beach; if (val >= v_beach && val < v_plain) col = plain; if (val >= v_plain && val < v_hills ) col = hills ; if (val >= v_hills && val < v_mountains) col = mountains; if (val >= v_mountains) col = snow; fragColor = vec4(col, 0.);}
思路生成地形轮廓地形轮廓的生成主要依靠噪声,来看倍频相关代码(for迭代那部分)相关参数主要参数
frequency 频率amplitude 振幅octave 八度,即迭代次数相信相关三角函数都学过,就不赘述了辅助参数
lacunarity 隙度,修饰频率,使得频率随每个八度以指数增长persistent 持久度,与隙度类似使用上述代码的参数,随着迭代,每次迭代叠加的细节越来越多(频率更高),但影响越来越小(振幅更小),具象一点的比喻就像:第一次迭代产生山峰的轮廓,第二次迭代产生山峰上巨石的轮廓,第三次迭代产生小石头等的轮廓...
雕刻大陆经过第一步我们的每一个uv都可以得到一个噪声值,因为噪声值是连续的,可以定义连续的区间为某个地形,这样产生的地形也一定是连续的。比如我把[-∞,0.5)区间定义为海洋,[0.5, 0.55)定义为沙滩等,如代码那一堆地形相关的define。接下来就是不断调整参数,使其参数在合理的区间变化(合理是指生成的大陆符合你的逻辑或审美),由于参数较多且关联,虽然在一定区间内有些规律可循,还是有点难以预料,我称之为——赛博炼丹。
大陆边缘处理我们生成的是一片完整的大陆,边缘当然得是海!让生成的噪声乘以一个权重,改该权重在图片边缘部分的一个区间内递减,这里是delta_edge = 0.2的边缘区间,如上述代码d和dw的计算。
附录简化版perlin噪声float rand(vec2 p){ return fract(sin(dot(p ,vec2(12.9898,78.233))) * 43758.5453);}float noise(vec2 x){ vec2 i = floor(x); vec2 f = fract(x); float a = rand(i); float b = rand(i + vec2(1.0, 0.0)); float c = rand(i + vec2(0.0, 1.0)); float d = rand(i + vec2(1.0, 1.0)); vec2 u = f * f * f * (f * (f * 6. - 15.) + 10.); float x1 = mix(a,b,u.x); float x2 = mix(c,d,u.x); return mix(x1,x2,u.y);}void mainImage( out vec4 fragColor, in vec2 fragCoord ){vec2 uv = (fragCoord.xy-0.5 * iResolution.xy) / iResolution.y; uv *= 4.; float val = noise(uv.xy) ; fragColor = vec4(val);}
分形噪声#define amp 1.9#define fre 1.#define oct 5.#define laun 2.#define pers 0.8#define zoom 5.float rand(vec2 p){ return fract(sin(dot(p ,vec2(12.9898,78.233))) * 43758.5453);}float noise(vec2 x){ vec2 i = floor(x); vec2 f = fract(x); float a = rand(i); float b = rand(i + vec2(1.0, 0.0)); float c = rand(i + vec2(0.0, 1.0)); float d = rand(i + vec2(1.0, 1.0)); vec2 u = f * f * f * (f * (f * 6. - 15.) + 10.); float x1 = mix(a,b,u.x); float x2 = mix(c,d,u.x); return mix(x1,x2,u.y);}void mainImage( out vec4 fragColor, in vec2 fragCoord ){vec2 uv = (fragCoord.xy-0.5 * iResolution.xy) / iResolution.y; float val = .0; uv *= zoom; for(float i = 0.; i < oct; i++) { float a = amp * pow(pers, i); float f = fre * pow(laun, i); val += a * noise(uv * f) / oct; } vec3 col = vec3(val); fragColor = vec4(col, 0.);}
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