html 生成image java makenoise,java - Make Perlin noise with sharp edges - Stack Overflow

Hi so i am using the algorithm i found to generate perlin noise. What i want to do is create sharper edges with less curves Picture .

private static final double F2 = 0.5*(Math.sqrt(3.0)-1.0);

public float[][] generateSimplexNoise(int w, int h, double fre){

float [][]n = new float[w][h];

double f = fre /(float)w;

for(int i = 0; i < w ; i++){

for(int j = 0; j < h ; j++){

n[i][j] = (float) noise(i*f,j*f);

n[i][j] = (n[i][j]+1)/2; //CONVERTS TO 0-1 SCALE

}

}

return n;

}

// 2D simplex noise

public double noise(double xin, double yin) {

double n0, n1, n2; // Noise contributions from the three corners

// Skew the input space to determine which simplex cell we're in

double s = (xin+yin)*F2; // Hairy factor for 2D

int i = fastfloor(xin+s);

int j = fastfloor(yin+s);

double t = (i+j)*G2;

double X0 = i-t; // Unskew the cell origin back to (x,y) space

double Y0 = j-t;

double x0 = xin-X0; // The x,y distances from the cell origin

double y0 = yin-Y0;

// For the 2D case, the simplex shape is an equilateral triangle.

// Determine which simplex we are in.

int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords

if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)

else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)

// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and

// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where

// c = (3-sqrt(3))/6

double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords

double y1 = y0 - j1 + G2;

double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords

double y2 = y0 - 1.0 + 2.0 * G2;

// Work out the hashed gradient indices of the three simplex corners

int ii = i & 255;

int jj = j & 255;

int gi0 = permMod12[ii+perm[jj]];

int gi1 = permMod12[ii+i1+perm[jj+j1]];

int gi2 = permMod12[ii+1+perm[jj+1]];

// Calculate the contribution from the three corners

double t0 = 0.5 - x0*x0-y0*y0;

if(t0<0) n0 = 0.0;

else {

t0 *= t0;

n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient

}

double t1 = 0.5 - x1*x1-y1*y1;

if(t1<0) n1 = 0.0;

else {

t1 *= t1;

n1 = t1 * t1 * dot(grad3[gi1], x1, y1);

}

double t2 = 0.5 - x2*x2-y2*y2;

if(t2<0) n2 = 0.0;

else {

t2 *= t2;

n2 = t2 * t2 * dot(grad3[gi2], x2, y2);

}

// Add contributions from each corner to get the final noise value.

// The result is scaled to return values in the interval [-1,1].

return 65.0 * (n0 + n1 + n2);

}

Having a noise lower than .25 classifies the block as brick and anything above .25 as grass.

Above is what i use to create the noise and convert it to a 0-1 scale. Any ideas/help with making the noise less curvy?

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