PerlinNoiseの無限拡大
PerlinNoiseの無限拡大
クリックで拡大と上昇を切り替え
メモ:
静止画や単純なスクロールではCatmullRom補間とCos補間の違いが
あまり気にならなかったけれど、拡大アニメだと差が目立つ。
Cos補間では補間元のピクセルの隅のがたつきが目立ってしまうので、
CatmullRom補間の方が処理負荷が高い分、クオリティは高い。
ParlinNoiseの種を高解像度で持ってあらかじめ補間しておくなどの仕掛けを
施しておくことで、Cos補間をもう少し綺麗に見せることができるかもしれない?
// forked from Nao_u's PerlinNoiseのリアルタイムアニメーション
// forked from Nao_u's PerlinNoise生成
//
// PerlinNoiseの無限拡大
// クリックで拡大と上昇を切り替え
//
// メモ:
// 静止画や単純なスクロールではCatmullRom補間とCos補間の違いが
// あまり気にならなかったけれど、拡大アニメだと差が目立つ。
//
// Cos補間では補間元のピクセルの隅のがたつきが目立ってしまうので、
// CatmullRom補間の方が処理負荷が高い分、クオリティは高い。
//
// ParlinNoiseの種を高解像度で持ってあらかじめ補間しておくなどの仕掛けを
// 施しておくことで、Cos補間をもう少し綺麗に見せることができるかもしれない?
//
//
package {
import flash.display.Sprite;
import flash.events.*;
[SWF(width="465", height="465", backgroundColor="0xFFFFFF", frameRate="15")]
public class FlashTest extends Sprite {
public function FlashTest() {
Main = this;
initialize();
stage.addEventListener(Event.ENTER_FRAME,update);
stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDown);
}
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.*
import flash.text.TextField;
import flash.geom.*;
import flash.utils.getTimer;
var Main:Sprite;
var SCREEN_W:Number = 465;
var SCREEN_H:Number = 465;
var Text:TextField
var View: Bitmap;
var BmpData: BitmapData;
var BITMAP_W:int = SCREEN_W/5;
var BITMAP_H:int = SCREEN_H/5;
function initialize():void{
BmpData = new BitmapData(BITMAP_W, BITMAP_H, false, 0xffffff);
View = new Bitmap(BmpData);
View.x = 64.0;
View.y = 64.0;
View.scaleX = 3.0;
View.scaleY = 3.0;
Main.addChild(View);
Text = new TextField();
Text.text = "PerlinNoise生成中...";
Text.autoSize = "left";
Main.addChild(Text);
makeRndTbl();
AmplitudeTbl[0] = 0.4;
AmplitudeTbl[1] = 0.20;
AmplitudeTbl[2] = 0.104;
AmplitudeTbl[3] = 0.0456;
AmplitudeTbl[4] = 0.03024;
AmplitudeTbl[5] = 0.02024;
AmplitudeTbl[6] = 0.01024;
setMode( 0 );
}
var Cnt:int;
var Scl:Number = 1.0;
var SclAdd:Number = 0.0;
var SclMove:Number = 0.0;
var Mode:int = 0;
var ModeText:String = "A";
var AmplitudeTbl:Vector.<Number> = new Vector.<Number>;
function MouseDown(event:MouseEvent):void{
setMode( 1-Mode );
}
function setMode( m:int ):void{
switch( m ){
case 0:
ModeText = "拡大 ";
Mode = 0;
SclAdd = 0.03;
SclMove = 0.0;
break;
case 1:
ModeText = "上昇 ";
Mode = 1;
SclAdd = 0.020;
SclMove = 0.15;
break;
}
}
function update(e :Event):void{
Cnt++;
Scl += SclAdd;
if( Scl >= 1.0){
Scl -= 1.0;
}
var px:Number = 100 + 2.5 * Math.cos(Cnt*0.01);
var py:Number = 100 + 2.5 * Math.sin(Cnt*0.01) + Cnt*SclMove;
var col:Number;
var scale:Number = 1 + (Math.pow( Scl, 1.2 ) );
//if( (Cnt & 0x01) == 0 )
{
var time:int = getTimer();
var cont:Number = 64;
var mul:Number = 128 + cont;
BmpData.lock();
for( var x:int=0; x<BITMAP_W; x++ ){
for( var y:int=0; y<BITMAP_H; y++ ){
//col = PerlinNoise( x, y, px, py, scale, 8.0, 4 ) * mul;
col = PerlinNoiseCos( x, y, px, py, scale, 8.0, 4 ) * mul;
col = col + 128;
col = col + (col<<8) + (col<<16);
BmpData.setPixel(x, y, col);
}
}
BmpData.unlock();
var endTime:int = getTimer() - time;
Text.text = ModeText + " 生成時間:" + endTime + "[ms]";
}
}
// PerlinNoiseを生成(cos補間)
function PerlinNoiseCos( rx:Number, ry:Number, px:Number, py:Number, scl:Number, frequency:Number, octave:int ):Number{
var total:Number = 0;
var amplitude:Number;
for( var i:int=0; i<octave; i++ ){
var ts:Number = scl - 1.0;
amplitude = AmplitudeTbl[i] * ts +
AmplitudeTbl[i+1] * (1.0-ts);
var x:Number = px + rx/(frequency*scl) - (BITMAP_H/2)/(scl*frequency);
var y:Number = py + ry/(frequency*scl) - (BITMAP_H/2)/(scl*frequency);
var totalMul:Number = 1.0;
if( i == 0 ) totalMul = (1.0-(scl-1.0));
if( i == octave-1 ) totalMul = (scl-1.0);
var ix:int = x&0xff;
var iy:int = y&0xff;
var tx:Number = (x - ix);
var ty:Number = (y - iy);
var ix_0 :int = (ix )&0xff;
var ix_1 :int = (ix+1)&0xff;
var iy_0 :int = ((iy )&0xff)*RNDTBL_SIZE;
var iy_1 :int = ((iy+1)&0xff)*RNDTBL_SIZE;
var a:Number, b:Number, t:Number;
var ft:Number, f:Number;
a = RndTbl[ ix_0 + iy_0];
b = RndTbl[ ix_1 + iy_0];
t = tx;
ft = t * Math.PI;
f = (1.0 - Math.cos( ft )) * 0.5;
var x0:Number = a * (1.0 - f) + b * f;
a = RndTbl[ ix_0 + iy_1];
b = RndTbl[ ix_1 + iy_1];
t = tx;
ft = t * Math.PI;
f = (1.0 - Math.cos( ft )) * 0.5;
var y0:Number = a * (1.0 - f) + b * f;
a = x0;
b = y0;
t = ty;
ft = t * Math.PI;
f = (1.0 - Math.cos( ft )) * 0.5;
total += (a * (1.0 - f) + b * f) * amplitude * totalMul;
frequency *= 0.5;
}
return total;
}
// PerlinNoiseを生成(CatmullRom補間)
function PerlinNoise( rx:Number, ry:Number, px:Number, py:Number, scl:Number, frequency:Number, octave:int ):Number{
var total:Number = 0;
var amplitude:Number;
for( var i:int=0; i<octave; i++ ){
var ts:Number = scl - 1.0;
amplitude = AmplitudeTbl[i] * ts +
AmplitudeTbl[i+1] * (1.0-ts);
var x:Number = px + rx/(frequency*scl) - (BITMAP_H/2)/(scl*frequency);
var y:Number = py + ry/(frequency*scl) - (BITMAP_H/2)/(scl*frequency);
var totalMul:Number = 1.0;
if( i == 0 ) totalMul = (1.0-(scl-1.0));
if( i == octave-1 ) totalMul = (scl-1.0);
// x = Math.abs(x);
// y = Math.abs(y);
var ix:int = x&0xff;
var iy:int = y&0xff;
var tx:Number = (x - ix);
var ty:Number = (y - iy);
var ix_m1:int = (ix-1)&0xff;
var ix_0 :int = (ix )&0xff;
var ix_p1:int = (ix+1)&0xff;
var ix_p2:int = (ix+2)&0xff;
var iy_m1:int = ((iy-1)&0xff)*RNDTBL_SIZE;
var iy_0 :int = ((iy )&0xff)*RNDTBL_SIZE;
var iy_p1:int = ((iy+1)&0xff)*RNDTBL_SIZE;
var iy_p2:int = ((iy+2)&0xff)*RNDTBL_SIZE;
var x0:Number, x1:Number, x2:Number, x3:Number;
var v0:Number, v1:Number, t:Number, t2:Number, t3:Number;
x0 = RndTbl[ ix_m1 + iy_m1];
x1 = RndTbl[ ix_0 + iy_m1];
x2 = RndTbl[ ix_p1 + iy_m1];
x3 = RndTbl[ ix_p2 + iy_m1];
t = tx;
v0 = (x2 - x0) / 2.0;
v1 = (x3 - x1) / 2.0;
t2 = t * t;
t3 = t2 * t;
var rx0:Number = (2.0 * x1 - 2.0 * x2 + v0 + v1 ) * t3 + ( -3.0 * x1 + 3.0 * x2 - 2.0 * v0 - v1 ) * t2 + v0 * t + x1;
x0 = RndTbl[ ix_m1 + iy_0];
x1 = RndTbl[ ix_0 + iy_0];
x2 = RndTbl[ ix_p1 + iy_0];
x3 = RndTbl[ ix_p2 + iy_0];
t = tx;
v0 = (x2 - x0) / 2.0;
v1 = (x3 - x1) / 2.0;
t2 = t * t;
t3 = t2 * t;
var rx1:Number = (2.0 * x1 - 2.0 * x2 + v0 + v1 ) * t3 + ( -3.0 * x1 + 3.0 * x2 - 2.0 * v0 - v1 ) * t2 + v0 * t + x1;
x0 = RndTbl[ ix_m1 + iy_p1];
x1 = RndTbl[ ix_0 + iy_p1];
x2 = RndTbl[ ix_p1 + iy_p1];
x3 = RndTbl[ ix_p2 + iy_p1];
t = tx;
v0 = (x2 - x0) / 2.0;
v1 = (x3 - x1) / 2.0;
t2 = t * t;
t3 = t2 * t;
var rx2:Number = (2.0 * x1 - 2.0 * x2 + v0 + v1 ) * t3 + ( -3.0 * x1 + 3.0 * x2 - 2.0 * v0 - v1 ) * t2 + v0 * t + x1;
x0 = RndTbl[ ix_m1 + iy_p2];
x1 = RndTbl[ ix_0 + iy_p2];
x2 = RndTbl[ ix_p1 + iy_p2];
x3 = RndTbl[ ix_p2 + iy_p2];
t = tx;
v0 = (x2 - x0) / 2.0;
v1 = (x3 - x1) / 2.0;
t2 = t * t;
t3 = t2 * t;
var rx3:Number = (2.0 * x1 - 2.0 * x2 + v0 + v1 ) * t3 + ( -3.0 * x1 + 3.0 * x2 - 2.0 * v0 - v1 ) * t2 + v0 * t + x1;
v0 = (rx2 - rx0) / 2.0;
v1 = (rx3 - rx1) / 2.0;
t2 = ty * ty;
t3 = t2 * ty;
total +=
((2.0 * rx1 - 2.0 * rx2 + v0 + v1 ) * t3 +
( -3.0 * rx1 + 3.0 * rx2 - 2.0 * v0 - v1 ) * t2 +
v0 * ty + rx1) * amplitude * totalMul;
frequency *= 0.5;
}
return total;
}
// 入力値( x, y ) に対応した、-1.0 ~ 1.0 の擬似乱数を生成
function rnd( x:int, y:int ):Number{
x += y * 465 + 789221;
x = (x>>10) ^ x;
var ret:int = (( (x * (x * x * 15731 + 789221) + 1376312589) ) / 1000000);
return (ret & 0x1ff) / 256 - 1.0;
}
var RNDTBL_SIZE:int = 256;
var RndTbl:Vector.<Number> = new Vector.<Number>;
// 256*256のランダムテーブルを生成
function makeRndTbl():void{
for( var y:int=0; y<RNDTBL_SIZE; y++ ){
for( var x:int=0; x<RNDTBL_SIZE; x++ ){
RndTbl[x + y*RNDTBL_SIZE] = rnd(x,y);
}
}
}