need more noise features
This commit is contained in:
72
main.cpp
72
main.cpp
@@ -72,13 +72,13 @@ bool generateGradientImage(const std::string& filename, int width = 512, int hei
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}
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// Generate terrain simulation image
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bool generateTerrainImage(const std::string& filename, int width = 512, int height = 512) {
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bool generateTerrainImage(const std::string& filename, int width = 512, int height = 512, uint32_t seed = 42, float scale = 4.0f, int octaves = 4,
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float persistence = 0.5f, float lacunarity = 2.0f, float waterlevel = 0.3f, float elevation = 1.0f) {
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TIME_FUNCTION;
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static Sim2 sim(width, height);
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Sim2 sim(width, height, seed, scale, octaves, persistence, lacunarity, waterlevel, elevation);
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sim.generateTerrain();
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// Randomize seed for variety
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sim.randomizeSeed();
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// Render to RGB image
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std::vector<uint8_t> imageData = sim.renderToRGB(width, height);
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@@ -171,6 +171,70 @@ int main(int argc, char* argv[]) {
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SimpleHTTPServer server(port, webRoot);
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// Add parameter setting endpoint
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server.addRoute("/api/set-parameters", [webRoot](const std::string& method, const std::string& body) {
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if (method == "POST") {
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try {
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// Parse JSON parameters
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// Simple JSON parsing - in a real application you'd use a proper JSON library
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float scale = 4.0f;
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int octaves = 4;
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float persistence = 0.5f;
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float lacunarity = 2.0f;
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float elevation = 1.0f;
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float waterLevel = 0.3f;
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uint32_t seed = 42;
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// Extract parameters from JSON (simplified parsing)
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if (body.find("\"scale\"") != std::string::npos) {
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size_t pos = body.find("\"scale\":") + 8;
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scale = std::stof(body.substr(pos));
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}
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if (body.find("\"octaves\"") != std::string::npos) {
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size_t pos = body.find("\"octaves\":") + 10;
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octaves = std::stoi(body.substr(pos));
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}
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if (body.find("\"persistence\"") != std::string::npos) {
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size_t pos = body.find("\"persistence\":") + 14;
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persistence = std::stof(body.substr(pos));
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}
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if (body.find("\"lacunarity\"") != std::string::npos) {
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size_t pos = body.find("\"lacunarity\":") + 13;
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lacunarity = std::stof(body.substr(pos));
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}
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if (body.find("\"elevation\"") != std::string::npos) {
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size_t pos = body.find("\"elevation\":") + 12;
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elevation = std::stof(body.substr(pos));
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}
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if (body.find("\"waterLevel\"") != std::string::npos) {
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size_t pos = body.find("\"waterLevel\":") + 13;
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waterLevel = std::stof(body.substr(pos));
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}
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if (body.find("\"seed\"") != std::string::npos) {
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size_t pos = body.find("\"seed\":") + 7;
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seed = std::stoul(body.substr(pos));
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}
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// Create NEW instance each time (remove 'static')
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Sim2 sim(512, 512, seed, scale, octaves, persistence, lacunarity, waterLevel, elevation);
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// Regenerate and save
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std::vector<uint8_t> imageData = sim.renderToRGB(512, 512);
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bool success = generateTerrainImage(webRoot + "/output/display.jxl", 512, 512, seed, scale, octaves, persistence, lacunarity, waterLevel, elevation);
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//bool success = JXLWriter::saveJXL(webRoot + "/output/display.jxl", imageData, 512, 512);
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if (success) {
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return std::make_pair(200, std::basic_string("{\"status\":\"success\"}"));
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} else {
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return std::make_pair(500, std::basic_string("{\"error\":\"Failed to generate terrain\"}"));
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}
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} catch (const std::exception& e) {
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return std::make_pair(400, std::basic_string("{\"error\":\"Invalid parameters\"}"));
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}
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}
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return std::make_pair(405, std::basic_string("{\"error\":\"Method Not Allowed\"}"));
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});
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// Add timing stats endpoint
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server.addRoute("/api/timing-stats", [](const std::string& method, const std::string& body) {
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if (method == "GET") {
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@@ -32,14 +32,15 @@ private:
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Vec4 waterColor;
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public:
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Sim2(int width = 512, int height = 512, uint32_t seed = 42)
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: gridWidth(width), gridHeight(height), scale(4.0f), octaves(4),
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persistence(0.5f), lacunarity(2.0f), seed(seed), offset(0, 0),
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elevationMultiplier(1.0f), waterLevel(0.3f),
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Sim2(int width = 512, int height = 512, uint32_t seed = 42, float scale = 4.0f, int octaves = 4,
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float persistence = 0.5f, float lacunarity = 2.0f, float waterlevel = 0.3f, float elevation = 1.0f)
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: gridWidth(width), gridHeight(height), scale(scale), octaves(octaves),
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persistence(persistence), lacunarity(lacunarity), seed(seed), offset(0, 0),
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elevationMultiplier(elevation), waterLevel(waterlevel),
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landColor(0.2f, 0.8f, 0.2f, 1.0f), // Green
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waterColor(0.2f, 0.3f, 0.8f, 1.0f) // Blue
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{
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noiseGenerator = std::make_unique<Noise2>(seed,Noise2::WORLEY,Noise2::PRECOMPUTED);
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noiseGenerator = std::make_unique<Noise2>(seed,Noise2::PERLIN,Noise2::PRECOMPUTED);
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generateTerrain();
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}
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204
util/noise/pnoise.hpp
Normal file
204
util/noise/pnoise.hpp
Normal file
@@ -0,0 +1,204 @@
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#ifndef PERLIN_NOISE_HPP
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#define PERLIN_NOISE_HPP
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#include <vector>
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#include <cmath>
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#include <random>
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#include <algorithm>
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#include <functional>
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class PerlinNoise {
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private:
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std::vector<int> permutation;
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// Fade function as defined by Ken Perlin
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static double fade(double t) {
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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// Linear interpolation
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static double lerp(double t, double a, double b) {
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return a + t * (b - a);
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}
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// Gradient function
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static double grad(int hash, double x, double y, double z) {
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int h = hash & 15;
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double u = h < 8 ? x : y;
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double v = h < 4 ? y : (h == 12 || h == 14 ? x : z);
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return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
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}
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public:
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// Constructor with optional seed
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PerlinNoise(unsigned int seed = 0) {
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permutation.resize(256);
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// Initialize with values 0-255
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for (int i = 0; i < 256; ++i) {
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permutation[i] = i;
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}
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// Shuffle using the seed
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std::shuffle(permutation.begin(), permutation.end(), std::default_random_engine(seed));
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// Duplicate the permutation vector
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permutation.insert(permutation.end(), permutation.begin(), permutation.end());
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}
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// 1D Perlin noise
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double noise(double x) const {
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return noise(x, 0.0, 0.0);
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}
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// 2D Perlin noise
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double noise(double x, double y) const {
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return noise(x, y, 0.0);
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}
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// 3D Perlin noise (main implementation)
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double noise(double x, double y, double z) const {
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// Find unit cube that contains the point
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int X = (int)floor(x) & 255;
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int Y = (int)floor(y) & 255;
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int Z = (int)floor(z) & 255;
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// Find relative x, y, z of point in cube
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x -= floor(x);
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y -= floor(y);
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z -= floor(z);
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// Compute fade curves for x, y, z
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double u = fade(x);
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double v = fade(y);
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double w = fade(z);
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// Hash coordinates of the 8 cube corners
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int A = permutation[X] + Y;
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int AA = permutation[A] + Z;
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int AB = permutation[A + 1] + Z;
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int B = permutation[X + 1] + Y;
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int BA = permutation[B] + Z;
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int BB = permutation[B + 1] + Z;
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// Add blended results from 8 corners of cube
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double res = lerp(w, lerp(v, lerp(u, grad(permutation[AA], x, y, z),
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grad(permutation[BA], x - 1, y, z)),
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lerp(u, grad(permutation[AB], x, y - 1, z),
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grad(permutation[BB], x - 1, y - 1, z))),
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lerp(v, lerp(u, grad(permutation[AA + 1], x, y, z - 1),
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grad(permutation[BA + 1], x - 1, y, z - 1)),
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lerp(u, grad(permutation[AB + 1], x, y - 1, z - 1),
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grad(permutation[BB + 1], x - 1, y - 1, z - 1))));
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return (res + 1.0) / 2.0; // Normalize to [0,1]
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}
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// Fractal Brownian Motion (fBm) - multiple octaves of noise
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double fractal(size_t octaves, double x, double y = 0.0, double z = 0.0) const {
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double value = 0.0;
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double amplitude = 1.0;
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double frequency = 1.0;
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double maxValue = 0.0;
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for (size_t i = 0; i < octaves; ++i) {
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value += amplitude * noise(x * frequency, y * frequency, z * frequency);
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maxValue += amplitude;
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amplitude *= 0.5;
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frequency *= 2.0;
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}
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return value / maxValue;
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}
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// Turbulence - absolute value of noise for more dramatic effects
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double turbulence(size_t octaves, double x, double y = 0.0, double z = 0.0) const {
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double value = 0.0;
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double amplitude = 1.0;
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double frequency = 1.0;
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double maxValue = 0.0;
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for (size_t i = 0; i < octaves; ++i) {
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value += amplitude * std::abs(noise(x * frequency, y * frequency, z * frequency));
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maxValue += amplitude;
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amplitude *= 0.5;
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frequency *= 2.0;
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}
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return value / maxValue;
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}
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// Ridged multi-fractal - creates ridge-like patterns
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double ridgedMultiFractal(size_t octaves, double x, double y = 0.0, double z = 0.0,
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double lacunarity = 2.0, double gain = 0.5, double offset = 1.0) const {
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double value = 0.0;
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double amplitude = 1.0;
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double frequency = 1.0;
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double prev = 1.0;
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double weight;
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for (size_t i = 0; i < octaves; ++i) {
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double signal = offset - std::abs(noise(x * frequency, y * frequency, z * frequency));
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signal *= signal;
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signal *= prev;
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weight = std::clamp(signal * gain, 0.0, 1.0);
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value += signal * amplitude;
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prev = weight;
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amplitude *= weight;
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frequency *= lacunarity;
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}
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return value;
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}
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};
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// Utility functions for common noise operations
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namespace PerlinUtils {
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// Create a 1D noise array
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static std::vector<double> generate1DNoise(int width, double scale = 1.0, unsigned int seed = 0) {
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PerlinNoise pn(seed);
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std::vector<double> result(width);
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for (int x = 0; x < width; ++x) {
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result[x] = pn.noise(x * scale);
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}
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return result;
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}
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// Create a 2D noise array
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static std::vector<std::vector<double>> generate2DNoise(int width, int height,
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double scale = 1.0, unsigned int seed = 0) {
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PerlinNoise pn(seed);
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std::vector<std::vector<double>> result(height, std::vector<double>(width));
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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result[y][x] = pn.noise(x * scale, y * scale);
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}
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}
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return result;
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}
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// Create a 3D noise array
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static std::vector<std::vector<std::vector<double>>> generate3DNoise(int width, int height, int depth,
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double scale = 1.0, unsigned int seed = 0) {
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PerlinNoise pn(seed);
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std::vector<std::vector<std::vector<double>>> result(
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depth, std::vector<std::vector<double>>(
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height, std::vector<double>(width)));
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for (int z = 0; z < depth; ++z) {
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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result[z][y][x] = pn.noise(x * scale, y * scale, z * scale);
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}
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}
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}
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return result;
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}
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}
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#endif
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@@ -34,40 +34,6 @@ public:
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PRECOMPUTED
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};
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private:
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std::mt19937 rng;
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std::uniform_real_distribution<float> dist;
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// Precomputed gradient directions for 8 directions
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static constexpr std::array<Grad, 8> grads = {
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Grad{1.0f, 0.0f},
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Grad{0.707f, 0.707f},
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Grad{0.0f, 1.0f},
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Grad{-0.707f, 0.707f},
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Grad{-1.0f, 0.0f},
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Grad{-0.707f, -0.707f},
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Grad{0.0f, -1.0f},
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Grad{0.707f, -0.707f}
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};
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NoiseType currentType;
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GradientType gradType;
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uint32_t currentSeed;
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// Permutation table for Simplex noise
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std::array<int, 512> perm;
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// For Worley noise
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std::vector<Vec2> featurePoints;
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// For Gabor noise
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float gaborFrequency;
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float gaborBandwidth;
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// For wavelet noise
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std::vector<float> waveletCoefficients;
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public:
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Noise2(uint32_t seed = 0, NoiseType type = PERLIN, GradientType gradType = PRECOMPUTED) :
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rng(seed), dist(0.0f, 1.0f), currentType(type), gradType(gradType),
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currentSeed(seed), gaborFrequency(4.0f), gaborBandwidth(0.5f)
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@@ -384,12 +350,8 @@ public:
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}
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// Generate terrain-like noise (useful for heightmaps)
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Grid2 generateTerrainNoise(int width, int height,
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float scale = 1.0f,
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int octaves = 4,
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float persistence = 0.5f,
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uint32_t seed = 0,
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const Vec2& offset = Vec2(0, 0)) {
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Grid2 generateTerrainNoise(int width, int height, float scale = 1.0f, int octaves = 4,
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float persistence = 0.5f, uint32_t seed = 0, const Vec2& offset = Vec2(0, 0)) {
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if (seed != 0) setSeed(seed);
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Grid2 grid(width * height);
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@@ -453,6 +415,38 @@ public:
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}
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private:
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std::mt19937 rng;
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std::uniform_real_distribution<float> dist;
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// Precomputed gradient directions for 8 directions
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static constexpr std::array<Grad, 8> grads = {
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Grad{1.0f, 0.0f},
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Grad{0.707f, 0.707f},
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Grad{0.0f, 1.0f},
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Grad{-0.707f, 0.707f},
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Grad{-1.0f, 0.0f},
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Grad{-0.707f, -0.707f},
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Grad{0.0f, -1.0f},
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Grad{0.707f, -0.707f}
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};
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NoiseType currentType;
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GradientType gradType;
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uint32_t currentSeed;
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// Permutation table for Simplex noise
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std::array<int, 512> perm;
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// For Worley noise
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std::vector<Vec2> featurePoints;
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// For Gabor noise
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float gaborFrequency;
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float gaborBandwidth;
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// For wavelet noise
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std::vector<float> waveletCoefficients;
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// Initialize permutation table for Simplex noise
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void initializePermutationTable(uint32_t seed) {
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std::mt19937 localRng(seed);
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@@ -16,6 +16,53 @@
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<button onclick="switchMode()" id="switchModeBtn" style="display: none;">Switch Mode</button>
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<button onclick="showStats()" id="statsBtn">Show Performance Stats</button>
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<button onclick="clearStats()" id="clearStatsBtn">Clear Stats</button>
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<button onclick="toggleParameters()" id="paramsBtn">Show Parameters</button>
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</div>
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<!-- Parameter Control Panel -->
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<div id="parameterPanel" class="parameter-panel" style="display: none;">
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<h3>Terrain Parameters</h3>
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<div class="param-grid">
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<div class="param-group">
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<label for="scale">Scale:</label>
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<input type="range" id="scale" min="0.1" max="20" step="0.1" value="4.0">
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<span id="scaleValue">4.0</span>
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</div>
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<div class="param-group">
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<label for="octaves">Octaves:</label>
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<input type="range" id="octaves" min="1" max="8" step="1" value="4">
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<span id="octavesValue">4</span>
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</div>
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<div class="param-group">
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<label for="persistence">Persistence:</label>
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<input type="range" id="persistence" min="0" max="1" step="0.05" value="0.5">
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<span id="persistenceValue">0.5</span>
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</div>
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<div class="param-group">
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<label for="lacunarity">Lacunarity:</label>
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<input type="range" id="lacunarity" min="1" max="4" step="0.1" value="2.0">
|
||||
<span id="lacunarityValue">2.0</span>
|
||||
</div>
|
||||
<div class="param-group">
|
||||
<label for="elevation">Elevation Multiplier:</label>
|
||||
<input type="range" id="elevation" min="0.1" max="3" step="0.1" value="1.0">
|
||||
<span id="elevationValue">1.0</span>
|
||||
</div>
|
||||
<div class="param-group">
|
||||
<label for="waterLevel">Water Level:</label>
|
||||
<input type="range" id="waterLevel" min="0" max="1" step="0.05" value="0.3">
|
||||
<span id="waterLevelValue">0.3</span>
|
||||
</div>
|
||||
<div class="param-group">
|
||||
<label for="seed">Seed:</label>
|
||||
<input type="number" id="seed" value="42" min="0" max="999999">
|
||||
<button onclick="randomizeSeed()">Random</button>
|
||||
</div>
|
||||
</div>
|
||||
<div class="param-actions">
|
||||
<button onclick="applyParameters()">Apply Parameters</button>
|
||||
<button onclick="resetParameters()">Reset to Default</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="image-container">
|
||||
|
||||
105
web/script.js
105
web/script.js
@@ -216,3 +216,108 @@ document.addEventListener('DOMContentLoaded', function() {
|
||||
refreshImage();
|
||||
});
|
||||
});
|
||||
|
||||
function toggleParameters() {
|
||||
const panel = document.getElementById('parameterPanel');
|
||||
const btn = document.getElementById('paramsBtn');
|
||||
|
||||
if (panel.style.display === 'none') {
|
||||
panel.style.display = 'block';
|
||||
btn.textContent = 'Hide Parameters';
|
||||
loadCurrentParameters();
|
||||
} else {
|
||||
panel.style.display = 'none';
|
||||
btn.textContent = 'Show Parameters';
|
||||
}
|
||||
}
|
||||
|
||||
function loadCurrentParameters() {
|
||||
// This would ideally fetch current parameters from the server
|
||||
// For now, we'll just initialize the sliders with their current values
|
||||
setupSlider('scale', 'scaleValue', 4.0);
|
||||
setupSlider('octaves', 'octavesValue', 4);
|
||||
setupSlider('persistence', 'persistenceValue', 0.5);
|
||||
setupSlider('lacunarity', 'lacunarityValue', 2.0);
|
||||
setupSlider('elevation', 'elevationValue', 1.0);
|
||||
setupSlider('waterLevel', 'waterLevelValue', 0.3);
|
||||
}
|
||||
|
||||
function setupSlider(sliderId, valueId, defaultValue) {
|
||||
const slider = document.getElementById(sliderId);
|
||||
const value = document.getElementById(valueId);
|
||||
|
||||
slider.value = defaultValue;
|
||||
value.textContent = defaultValue;
|
||||
|
||||
slider.addEventListener('input', function() {
|
||||
value.textContent = this.value;
|
||||
});
|
||||
}
|
||||
|
||||
function applyParameters() {
|
||||
const params = {
|
||||
scale: parseFloat(document.getElementById('scale').value),
|
||||
octaves: parseInt(document.getElementById('octaves').value),
|
||||
persistence: parseFloat(document.getElementById('persistence').value),
|
||||
lacunarity: parseFloat(document.getElementById('lacunarity').value),
|
||||
elevation: parseFloat(document.getElementById('elevation').value),
|
||||
waterLevel: parseFloat(document.getElementById('waterLevel').value),
|
||||
seed: parseInt(document.getElementById('seed').value)
|
||||
};
|
||||
|
||||
console.log("Sending parameters:", params); // Debug log
|
||||
|
||||
fetch('/api/set-parameters', {
|
||||
method: 'POST',
|
||||
headers: {
|
||||
'Content-Type': 'application/json',
|
||||
},
|
||||
body: JSON.stringify(params)
|
||||
})
|
||||
.then(response => response.json())
|
||||
.then(data => {
|
||||
console.log("Server response:", data); // Debug log
|
||||
if (data.status === 'success') {
|
||||
updateStatus('Parameters applied successfully');
|
||||
if (currentMode === 'terrain') {
|
||||
refreshTerrain();
|
||||
}
|
||||
} else {
|
||||
updateStatus('Error applying parameters', 'error');
|
||||
}
|
||||
})
|
||||
.catch(error => {
|
||||
console.error('Error applying parameters:', error);
|
||||
updateStatus('Error applying parameters', 'error');
|
||||
});
|
||||
}
|
||||
|
||||
function resetParameters() {
|
||||
document.getElementById('scale').value = 4.0;
|
||||
document.getElementById('scaleValue').textContent = '4.0';
|
||||
|
||||
document.getElementById('octaves').value = 4;
|
||||
document.getElementById('octavesValue').textContent = '4';
|
||||
|
||||
document.getElementById('persistence').value = 0.5;
|
||||
document.getElementById('persistenceValue').textContent = '0.5';
|
||||
|
||||
document.getElementById('lacunarity').value = 2.0;
|
||||
document.getElementById('lacunarityValue').textContent = '2.0';
|
||||
|
||||
document.getElementById('elevation').value = 1.0;
|
||||
document.getElementById('elevationValue').textContent = '1.0';
|
||||
|
||||
document.getElementById('waterLevel').value = 0.3;
|
||||
document.getElementById('waterLevelValue').textContent = '0.3';
|
||||
|
||||
document.getElementById('seed').value = 42;
|
||||
|
||||
updateStatus('Parameters reset to defaults');
|
||||
}
|
||||
|
||||
function randomizeSeed() {
|
||||
const newSeed = Math.floor(Math.random() * 1000000);
|
||||
document.getElementById('seed').value = newSeed;
|
||||
updateStatus('Random seed generated: ' + newSeed);
|
||||
}
|
||||
@@ -114,3 +114,59 @@ button.danger:hover {
|
||||
border-radius: 5px;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.parameter-panel {
|
||||
margin: 20px 0;
|
||||
padding: 20px;
|
||||
background: rgba(255, 255, 255, 0.15);
|
||||
border-radius: 10px;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.param-grid {
|
||||
display: grid;
|
||||
grid-template-columns: 1fr 1fr;
|
||||
gap: 15px;
|
||||
margin-bottom: 20px;
|
||||
}
|
||||
|
||||
.param-group {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 10px;
|
||||
}
|
||||
|
||||
.param-group label {
|
||||
min-width: 150px;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.param-group input[type="range"] {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.param-group input[type="number"] {
|
||||
width: 80px;
|
||||
padding: 5px;
|
||||
border: none;
|
||||
border-radius: 4px;
|
||||
}
|
||||
|
||||
.param-group span {
|
||||
min-width: 40px;
|
||||
text-align: right;
|
||||
}
|
||||
|
||||
.param-actions {
|
||||
display: flex;
|
||||
gap: 10px;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
|
||||
@media (max-width: 768px) {
|
||||
.param-grid {
|
||||
grid-template-columns: 1fr;
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user