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Java ShaderUtils类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中com.jme3.terrain.noise.ShaderUtils的典型用法代码示例。如果您正苦于以下问题:Java ShaderUtils类的具体用法?Java ShaderUtils怎么用?Java ShaderUtils使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



ShaderUtils类属于com.jme3.terrain.noise包,在下文中一共展示了ShaderUtils类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。

示例1: createFractalGenerator

import com.jme3.terrain.noise.ShaderUtils; //导入依赖的package包/类
private Basis createFractalGenerator() {

        final FractalSum fractalSum = new FractalSum();
        fractalSum.setRoughness(getRoughness());
        fractalSum.setFrequency(getFrequency());
        fractalSum.setAmplitude(getBrushPower());
        fractalSum.setLacunarity(getLacunarity()); // make it greater than 1.0f
        fractalSum.setOctaves(getOctaves());
        fractalSum.setScale(max(min(getScale(), 1.0F), 0F)); //0.02125f
        fractalSum.addModulator((NoiseModulator) in -> ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1));

        final FilteredBasis ground = new FilteredBasis(fractalSum);

        final PerturbFilter perturb = new PerturbFilter();
        perturb.setMagnitude(0.2f);//0.119 the higher, the slower it is

        final OptimizedErode therm = new OptimizedErode();
        therm.setRadius(5);
        therm.setTalus(0.011f);

        final SmoothFilter smooth = new SmoothFilter();
        smooth.setRadius(1);
        smooth.setEffect(0.1f); // 0.7

        final IterativeFilter iterate = new IterativeFilter();
        iterate.addPreFilter(perturb);
        iterate.addPostFilter(smooth);
        iterate.setFilter(therm);
        iterate.setIterations(1);

        ground.addPreFilter(iterate);

        return ground;
    }
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:35,代码来源:RoughTerrainToolControl.java


示例2: createNoiseGenerator

import com.jme3.terrain.noise.ShaderUtils; //导入依赖的package包/类
private FilteredBasis createNoiseGenerator()
{
    FractalSum base = new FractalSum();
    base.setRoughness(0.7f);
    base.setFrequency(1.0f);
    base.setAmplitude(1.0f);
    base.setLacunarity(3.12f);
    base.setOctaves(8);
    base.setScale(0.02125f);
    base.addModulator(new NoiseModulator()
        {
            @Override public float value(float... in) 
            {
                return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1);
            }
        });
    
    FilteredBasis ground = new FilteredBasis(base);
    PerturbFilter perturb = new PerturbFilter();
    perturb.setMagnitude(0.119f);
    
    OptimizedErode therm = new OptimizedErode();
    therm.setRadius(5);
    therm.setTalus(0.011f);
    
    SmoothFilter smooth = new SmoothFilter();
    smooth.setRadius(1);
    smooth.setEffect(0.7f);
    
    IterativeFilter iterate = new IterativeFilter();
    iterate.addPreFilter(perturb);
    iterate.addPostFilter(smooth);
    iterate.setFilter(therm);
    iterate.setIterations(1);
    
    ground.addPreFilter(iterate);
    
    return ground;
}
 
开发者ID:jayfella,项目名称:World,代码行数:40,代码来源:Example_NoiseHeightMap.java


示例3: value

import com.jme3.terrain.noise.ShaderUtils; //导入依赖的package包/类
@Override
public float value(final float x, final float y, final float z) {
	float total = 0;

	for (float f = this.frequency, a = this.amplitude; f < this.maxFreq; f *= this.lacunarity, a *= this.roughness) {
		total += this.basis.value(this.scale * x * f, this.scale * y * f, this.scale * z * f) * a;
	}

	return ShaderUtils.clamp(total, -1, 1);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:11,代码来源:FractalSum.java


示例4: value

import com.jme3.terrain.noise.ShaderUtils; //导入依赖的package包/类
@Override
public float value(final float... in) {
	if (in[0] >= 4) {
		return 0;
	}
	in[0] = in[0] * this.sampleRate + 0.5f;
	int i = ShaderUtils.floor(in[0]);
	if (i >= 4 * this.sampleRate + 1) {
		return 0;
	}
	return this.table[i];
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:13,代码来源:CatRom2.java


示例5: noise

import com.jme3.terrain.noise.ShaderUtils; //导入依赖的package包/类
static public float noise(float x, float y, float z) {
	int X = ShaderUtils.floor(x), // FIND UNIT CUBE THAT
	Y = ShaderUtils.floor(y), // CONTAINS POINT.
	Z = ShaderUtils.floor(z);
	x -= X; // FIND RELATIVE X,Y,Z
	y -= Y; // OF POINT IN CUBE.
	z -= Z;
	X = X & 255;
	Y = Y & 255;
	Z = Z & 255;
	float u = ImprovedNoise.fade(x), // COMPUTE FADE CURVES
	v = ImprovedNoise.fade(y), // FOR EACH OF X,Y,Z.
	w = ImprovedNoise.fade(z);
	int A = ImprovedNoise.p[X] + Y;
	int AA = ImprovedNoise.p[A] + Z;
	int AB = ImprovedNoise.p[A + 1] + Z;
	int B = ImprovedNoise.p[X + 1] + Y;
	int BA = ImprovedNoise.p[B] + Z;
	int BB = ImprovedNoise.p[B + 1] + Z;

	return ImprovedNoise.lerp(
			w,
			ImprovedNoise.lerp(
					v,
					ImprovedNoise.lerp(u, ImprovedNoise.grad3(ImprovedNoise.p[AA], x, y, z),
							ImprovedNoise.grad3(ImprovedNoise.p[BA], x - 1, y, z)), // BLENDED
					ImprovedNoise.lerp(u, ImprovedNoise.grad3(ImprovedNoise.p[AB], x, y - 1, z), // RESULTS
							ImprovedNoise.grad3(ImprovedNoise.p[BB], x - 1, y - 1, z))),// FROM
			ImprovedNoise.lerp(v,
					ImprovedNoise.lerp(u, ImprovedNoise.grad3(ImprovedNoise.p[AA + 1], x, y, z - 1), // CORNERS
							ImprovedNoise.grad3(ImprovedNoise.p[BA + 1], x - 1, y, z - 1)), // OF
					ImprovedNoise.lerp(u, ImprovedNoise.grad3(ImprovedNoise.p[AB + 1], x, y - 1, z - 1),
							ImprovedNoise.grad3(ImprovedNoise.p[BB + 1], x - 1, y - 1, z - 1))));
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:35,代码来源:ImprovedNoise.java


示例6: filter

import com.jme3.terrain.noise.ShaderUtils; //导入依赖的package包/类
@Override
public FloatBuffer filter(float sx, float sy, float base, FloatBuffer data, int workSize) {
	float[] arr = data.array();
	int origSize = (int) Math.ceil(workSize / (2 * this.magnitude + 1));
	int offset = (workSize - origSize) / 2;
	Logger.getLogger(PerturbFilter.class.getCanonicalName()).info(
			"Found origSize : " + origSize + " and offset: " + offset + " for workSize : " + workSize + " and magnitude : "
					+ this.magnitude);
	float[] retval = new float[workSize * workSize];
	float[] perturbx = new FractalSum().setOctaves(8).setScale(5f).getBuffer(sx, sy, base, workSize).array();
	float[] perturby = new FractalSum().setOctaves(8).setScale(5f).getBuffer(sx, sy, base + 1, workSize).array();
	for (int y = 0; y < workSize; y++) {
		for (int x = 0; x < workSize; x++) {
			// Perturb our coordinates
			float noisex = perturbx[y * workSize + x];
			float noisey = perturby[y * workSize + x];

			int px = (int) (origSize * noisex * this.magnitude);
			int py = (int) (origSize * noisey * this.magnitude);

			float c00 = arr[this.wrap(y - py, workSize) * workSize + this.wrap(x - px, workSize)];
			float c01 = arr[this.wrap(y - py, workSize) * workSize + this.wrap(x + px, workSize)];
			float c10 = arr[this.wrap(y + py, workSize) * workSize + this.wrap(x - px, workSize)];
			float c11 = arr[this.wrap(y + py, workSize) * workSize + this.wrap(x + px, workSize)];

			float c0 = ShaderUtils.mix(c00, c01, noisex);
			float c1 = ShaderUtils.mix(c10, c11, noisex);
			retval[y * workSize + x] = ShaderUtils.mix(c0, c1, noisey);
		}
	}
	return FloatBuffer.wrap(retval);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:33,代码来源:PerturbFilter.java


示例7: createFractalGenerator

import com.jme3.terrain.noise.ShaderUtils; //导入依赖的package包/类
private Basis createFractalGenerator(RoughExtraToolParams params, float weight) {
    FractalSum base = new FractalSum();
    base.setRoughness(params.roughness);
    base.setFrequency(params.frequency);
    base.setAmplitude(weight);
    base.setLacunarity(params.lacunarity <= 1 ? 1.1f : params.lacunarity); // make it greater than 1.0f
    base.setOctaves(params.octaves);
    float scale = params.scale;
    if (scale > 1.0f)
        scale = 1.0f;
    if (scale < 0)
        scale = 0;
    base.setScale(scale);//0.02125f
    base.addModulator(new NoiseModulator() {
        @Override
        public float value(float... in) {
            return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1);
        }
    });

    FilteredBasis ground = new FilteredBasis(base);

    PerturbFilter perturb = new PerturbFilter();
    perturb.setMagnitude(0.2f);//0.119 the higher, the slower it is

    OptimizedErode therm = new OptimizedErode();
    therm.setRadius(5);
    therm.setTalus(0.011f);

    SmoothFilter smooth = new SmoothFilter();
    smooth.setRadius(1);
    smooth.setEffect(0.1f); // 0.7

    IterativeFilter iterate = new IterativeFilter();
    iterate.addPreFilter(perturb);
    iterate.addPostFilter(smooth);
    iterate.setFilter(therm);
    iterate.setIterations(1);

    ground.addPreFilter(iterate);
    
    return ground;
}
 
开发者ID:jMonkeyEngine,项目名称:sdk,代码行数:44,代码来源:RoughTerrainToolAction.java


示例8: createWorldWithNoise

import com.jme3.terrain.noise.ShaderUtils; //导入依赖的package包/类
private void createWorldWithNoise()
{
    NoiseBasedWorld newWorld = new NoiseBasedWorld(app, bulletAppState.getPhysicsSpace(), tileSize, blockSize);

    newWorld.setWorldHeight(192f);

    newWorld.setViewDistance(2);
    // newWorld.setViewDistance(14, 1, 2, 1);

    newWorld.setCacheTime(5000);

    Material terrainMaterial = createTerrainMaterial();
    newWorld.setMaterial(terrainMaterial);

    // create a noise generator
    FractalSum base = new FractalSum();

    base.setRoughness(0.7f);
    base.setFrequency(1.0f);
    base.setAmplitude(1.0f);
    base.setLacunarity(3.12f);
    base.setOctaves(8);
    base.setScale(0.02125f);
    base.addModulator(new NoiseModulator()
            {
                @Override
                public float value(float... in) {
                    return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1);
                }
            });

    FilteredBasis ground = new FilteredBasis(base);

    PerturbFilter perturb = new PerturbFilter();
    perturb.setMagnitude(0.119f);

    OptimizedErode therm = new OptimizedErode();
    therm.setRadius(5);
    therm.setTalus(0.011f);

    SmoothFilter smooth = new SmoothFilter();
    smooth.setRadius(1);
    smooth.setEffect(0.7f);

    IterativeFilter iterate = new IterativeFilter();
    iterate.addPreFilter(perturb);
    iterate.addPostFilter(smooth);
    iterate.setFilter(therm);
    iterate.setIterations(1);

    ground.addPreFilter(iterate);

    newWorld.setFilteredBasis(ground);

    this.world = newWorld;
}
 
开发者ID:jayfella,项目名称:TerrainWorld,代码行数:57,代码来源:Main.java



注:本文中的com.jme3.terrain.noise.ShaderUtils类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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