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feat(editor): detail noise for adding small-scale terrain roughness
- Detail Noise: adds high-frequency roughness to existing terrain without destroying the overall shape (amplitude 0.5-10, freq 0.01-0.5) - Useful after smooth/generate to break up unnaturally smooth surfaces - Workflow: generate → smooth → detail noise for natural look - Separate seed from main noise generator for independent control
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3 changed files with 41 additions and 0 deletions
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@ -651,6 +651,21 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "No stamp copied");
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}
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if (ImGui::CollapsingHeader("Detail Noise")) {
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static float detailAmp = 2.0f, detailFreq = 0.1f;
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static int detailSeed = 99;
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ImGui::SliderFloat("Amplitude##detail", &detailAmp, 0.5f, 10.0f);
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ImGui::SliderFloat("Frequency##detail", &detailFreq, 0.01f, 0.5f, "%.3f");
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ImGui::InputInt("Seed##detail", &detailSeed);
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if (ImGui::Button("Add Detail", ImVec2(-1, 0))) {
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app.getTerrainEditor().addDetailNoise(detailAmp, detailFreq,
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static_cast<uint32_t>(detailSeed));
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app.showToast("Detail noise added");
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}
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1),
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"Adds small-scale roughness to existing terrain");
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}
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if (ImGui::CollapsingHeader("Edge Ramp (Multi-tile)")) {
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static float rampTarget = 100.0f, rampWidth = 20.0f;
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ImGui::SliderFloat("Target Height##ramp", &rampTarget, 0.0f, 500.0f);
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@ -985,6 +985,29 @@ void TerrainEditor::smoothBeaches(float waterHeight, float beachWidth) {
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dirty_ = true;
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}
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void TerrainEditor::addDetailNoise(float amplitude, float frequency, uint32_t seed) {
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if (!terrain_) return;
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auto hash2d = [](int x, int y, uint32_t s) -> float {
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uint32_t h = static_cast<uint32_t>(x * 374761393 + y * 668265263 + s);
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h = (h ^ (h >> 13)) * 1274126177;
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h = h ^ (h >> 16);
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return (static_cast<float>(h & 0xFFFF) / 65535.0f - 0.5f) * 2.0f;
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};
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for (int ci = 0; ci < 256; ci++) {
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auto& chunk = terrain_->chunks[ci];
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if (!chunk.hasHeightMap()) continue;
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for (int v = 0; v < 145; v++) {
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glm::vec3 pos = chunkVertexWorldPos(ci, v);
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int ix = static_cast<int>(std::floor(pos.x * frequency));
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int iy = static_cast<int>(std::floor(pos.y * frequency));
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chunk.heightMap.heights[v] += hash2d(ix, iy, seed) * amplitude;
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}
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dirtyChunks_.push_back(ci);
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}
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for (int ci = 0; ci < 256; ci++) stitchEdges(ci);
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dirty_ = true;
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}
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void TerrainEditor::rampEdges(float targetHeight, float rampWidth) {
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if (!terrain_) return;
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float relTarget = targetHeight - terrain_->chunks[0].position[2];
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@ -123,6 +123,9 @@ public:
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// Ramp tile edges to a target height for seamless multi-tile joins
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void rampEdges(float targetHeight, float rampWidth);
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// Add random detail noise to existing terrain (preserves shape, adds roughness)
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void addDetailNoise(float amplitude, float frequency, uint32_t seed);
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// Import/export heightmap (raw 16-bit grayscale, 129x129)
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bool importHeightmap(const std::string& path, float heightScale);
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bool exportHeightmap(const std::string& path, float heightScale);
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