124 lines
4 KiB
C#
124 lines
4 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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using static NoiseFbm;
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[Inspectable, Serializable, LegacyCatalogGroup("Galaxy"), MessagePackObject]
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public class GalaxyMapLayerData : DatabaseEntry, INamedEntry
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{
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[Inspectable, Key(1)]
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public float CoreBoost = 1.05f;
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[Inspectable, Key(2)]
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public float CoreBoostOffset = .1f;
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[Inspectable, Key(3)]
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public float CoreBoostPower = 2.25f;
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[Inspectable, Key(4)]
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public float SpokeScale = 1;
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[Inspectable, Key(5)]
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public float SpokeOffset = 0;
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[Inspectable, Key(6)]
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public float EdgeReduction = 3;
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[Inspectable, Key(7)]
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public float NoiseOffset = 0;
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[Inspectable, Key(8)]
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public float NoiseAmplitude = 1.5f;
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[Inspectable, Key(9)]
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public float NoiseGain = .7f;
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[Inspectable, Key(10)]
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public float NoiseLacunarity = 2;
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[Inspectable, Key(11)]
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public int NoiseOctaves = 7;
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[Inspectable, Key(12)]
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public float NoiseFrequency = 1;
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[Inspectable, Key(13)]
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public float NoisePosition = 1337;
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[Inspectable, Key(14)]
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public string Name;
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public float Evaluate(float2 uv, GalaxyShapeSettings settings)
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{
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float2 offset = -float2(.5f, .5f)+uv;
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float circle = (.5f-length(offset))*2;
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float angle = pow(length(offset)*2,settings.TwistExponent) * settings.Twist;
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float2 t = float2(offset.x*cos(angle) - offset.y*sin(angle), offset.x*sin(angle) + offset.y*cos(angle));
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float atan = atan2(t.y,t.x);
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float spokes = (sin(atan*settings.Arms) + SpokeOffset) * SpokeScale;
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float noise = fBm(uv + float2(NoisePosition), NoiseOctaves, NoiseFrequency, NoiseOffset, NoiseAmplitude, NoiseLacunarity, NoiseGain);
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float shape = lerp(spokes - EdgeReduction * length(offset), 1, pow(circle, CoreBoostPower) * CoreBoost) + CoreBoostOffset;
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float gal = max(shape - noise * saturate(circle), 0);
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return gal;
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}
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[IgnoreMember] public string EntryName
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{
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get => Name;
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set => Name = value;
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}
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}
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public static class NoiseFbm
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{
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public static float3 fBm3(float2 p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
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{
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return float3(
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fBm(p, octaves, frequency, offset, amplitude, lacunarity, gain),
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fBm(p+10, octaves, frequency, offset, amplitude, lacunarity, gain),
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fBm(p+20, octaves, frequency, offset, amplitude, lacunarity, gain));
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}
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public static float fBm(float2 p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
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{
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float freq = frequency, amp = .5f;
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float sum = 0;
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for(int i = 0; i < octaves; i++)
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{
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sum += snoise(p * freq) * amp;
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freq *= lacunarity;
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amp *= gain;
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}
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return (sum + offset)*amplitude;
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}
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public static float3 fBm3(float p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
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{
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return float3(
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fBm(p, octaves, frequency, offset, amplitude, lacunarity, gain),
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fBm(p+10, octaves, frequency, offset, amplitude, lacunarity, gain),
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fBm(p+20, octaves, frequency, offset, amplitude, lacunarity, gain));
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}
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public static float fBm(float p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
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{
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float freq = frequency, amp = .5f;
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float sum = 0;
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for(int i = 0; i < octaves; i++)
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{
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sum += Noise1D.noise(p * freq) * amp;
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freq *= lacunarity;
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amp *= gain;
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}
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return (sum + offset)*amplitude;
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}
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}
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