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SimplexNoise.hpp
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232 lines (204 loc) · 8.61 KB
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#pragma once
#include <cstdint>
#include <cmath>
// simplex noise translated from https://procedural-content-generation.fandom.com/wiki/Simplex_Noise
class SimplexNoise {
private:
static constexpr const int grad3[12][3] {
{ 1, 1, 0 }, { -1, 1, 0}, { 1, -1, 0 }, { -1, -1, 0 },
{ 1, 0, 1 }, { -1, 0, 1}, { 1, 0, -1 }, { -1, 0, -1 },
{ 0, 1, 1 }, { 0, -1, 1}, { 0, 1, -1 }, { 0, -1, -1 }
};
static constexpr const uint8_t p[256] {
151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225,
140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148,
247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,
57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175,
74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122,
60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54,
65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169,
200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64,
52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212,
207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213,
119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104,
218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241,
81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157,
184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93,
222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
};
static inline uint8_t hash(int32_t i) {
return p[static_cast<uint8_t>(i)];
}
static inline float grad(int32_t hash, float x, float y, float z) {
int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
float u = h < 8 ? x : y; // gradient directions, and compute dot product.
float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15
return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
}
static int fastfloor(const double x) {
return x>0 ? (int)x : (int)x-1;
}
static double dot(const int* g, const double x, const double y) {
return g[0]*x + g[1]*y;
}
public:
/**
* 3D Perlin simplex noise
*
* @param[in] x float coordinate
* @param[in] y float coordinate
* @param[in] z float coordinate
*
* @return Noise value in the range[-1; 1], value of 0 on all integer coordinates.
*/
float noise(float x, float y, float z) const {
float n0, n1, n2, n3; // Noise contributions from the four corners
// Skewing/Unskewing factors for 3D
static const float F3 = 1.0f / 3.0f;
static const float G3 = 1.0f / 6.0f;
// Skew the input space to determine which simplex cell we're in
float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D
int i = fastfloor(x + s);
int j = fastfloor(y + s);
int k = fastfloor(z + s);
float t = (i + j + k) * G3;
float X0 = i - t; // Unskew the cell origin back to (x,y,z) space
float Y0 = j - t;
float Z0 = k - t;
float x0 = x - X0; // The x,y,z distances from the cell origin
float y0 = y - Y0;
float z0 = z - Z0;
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
if (x0 >= y0) {
if (y0 >= z0) {
i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; // X Y Z order
} else if (x0 >= z0) {
i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; // X Z Y order
} else {
i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; // Z X Y order
}
} else { // x0<y0
if (y0 < z0) {
i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; // Z Y X order
} else if (x0 < z0) {
i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; // Y Z X order
} else {
i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; // Y X Z order
}
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
float y1 = y0 - j1 + G3;
float z1 = z0 - k1 + G3;
float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords
float y2 = y0 - j2 + 2.0f * G3;
float z2 = z0 - k2 + 2.0f * G3;
float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords
float y3 = y0 - 1.0f + 3.0f * G3;
float z3 = z0 - 1.0f + 3.0f * G3;
// Work out the hashed gradient indices of the four simplex corners
int gi0 = hash(i + hash(j + hash(k)));
int gi1 = hash(i + i1 + hash(j + j1 + hash(k + k1)));
int gi2 = hash(i + i2 + hash(j + j2 + hash(k + k2)));
int gi3 = hash(i + 1 + hash(j + 1 + hash(k + 1)));
// Calculate the contribution from the four corners
float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
if (t0 < 0) {
n0 = 0.0;
} else {
t0 *= t0;
n0 = t0 * t0 * grad(gi0, x0, y0, z0);
}
float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
if (t1 < 0) {
n1 = 0.0;
} else {
t1 *= t1;
n1 = t1 * t1 * grad(gi1, x1, y1, z1);
}
float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
if (t2 < 0) {
n2 = 0.0;
} else {
t2 *= t2;
n2 = t2 * t2 * grad(gi2, x2, y2, z2);
}
float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
if (t3 < 0) {
n3 = 0.0;
} else {
t3 *= t3;
n3 = t3 * t3 * grad(gi3, x3, y3, z3);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to stay just inside [-1,1]
return 32.0f*(n0 + n1 + n2 + n3);
}
double noise(double xin, double yin) const {
double n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
const double F2 = 0.5*(sqrt(3.0)-1.0);
double s = (xin+yin)*F2; // Hairy factor for 2D
int i = fastfloor(xin+s);
int j = fastfloor(yin+s);
const double G2 = (3.0-sqrt(3.0))/6.0;
double t = (i+j)*G2;
double X0 = i-t; // Unskew the cell origin back to (x,y) space
double Y0 = j-t;
double x0 = xin-X0; // The x,y distances from the cell origin
double y0 = yin-Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if(x0 > y0) {
i1 = 1; j1 = 0; // lower triangle, XY order: (0,0)->(1,0)->(1,1)
} else {
i1 = 0; j1 = 1; // upper triangle, YX order: (0,0)->(0,1)->(1,1)
}
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
double y1 = y0 - j1 + G2;
double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
double y2 = y0 - 1.0 + 2.0 * G2;
// Work out the hashed gradient indices of the three simplex corners
int ii = i & 255;
int jj = j & 255;
// int gi0 = perm[ii+perm[jj]] % 12;
// int gi1 = perm[ii+i1+perm[jj+j1]] % 12;
// int gi2 = perm[ii+1+perm[jj+1]] % 12;
int gi0 = hash(ii+hash(jj)) % 12;
int gi1 = hash(ii+i1+hash(jj+j1)) % 12;
int gi2 = hash(ii+1+hash(jj+1)) % 12;
// Calculate the contribution from the three corners
double t0 = 0.5 - x0*x0-y0*y0;
if(t0 < 0) n0 = 0.0;
else {
t0 *= t0;
n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
}
double t1 = 0.5 - x1*x1-y1*y1;
if(t1 < 0) n1 = 0.0;
else {
t1 *= t1;
n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
}
double t2 = 0.5 - x2*x2-y2*y2;
if(t2<0) n2 = 0.0;
else {
t2 *= t2;
n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 70.0 * (n0 + n1 + n2);
}
};