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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "Perlin.h"
- #include <cmath>
- #include <random>
- #include <algorithm>
- #include <numeric>
- // THIS IS A DIRECT TRANSLATION TO C++11 FROM THE REFERENCE
- // JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see http://mrl.nyu.edu/~perlin/noise/)
- // THE ORIGINAL JAVA IMPLEMENTATION IS COPYRIGHT 2002 KEN PERLIN
- // THERE IS AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR (THIS IS NOT PRESENT IN THE ORIGINAL IMPLEMENTATION)
- // Initialize with the reference values for the permutation vector
- PerlinNoise::PerlinNoise() {
- // Initialize the permutation vector with the reference values
- p = {
- 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 };
- // Duplicate the permutation vector
- p.insert(p.end(), p.begin(), p.end());
- }
- // Generate a new permutation vector based on the value of seed
- PerlinNoise::PerlinNoise(U32 seed) {
- p.resize(256);
- // Fill p with values from 0 to 255
- std::iota(p.begin(), p.end(), 0);
- // Initialize a random engine with seed
- std::default_random_engine engine(seed);
- // Suffle using the above random engine
- std::shuffle(p.begin(), p.end(), engine);
- // Duplicate the permutation vector
- p.insert(p.end(), p.begin(), p.end());
- }
- F64 PerlinNoise::noise(F64 x, F64 y, F64 z) {
- // Find the unit cube that contains the point
- S32 X = (S32)floor(x) & 255;
- S32 Y = (S32)floor(y) & 255;
- S32 Z = (S32)floor(z) & 255;
- // Find relative x, y,z of point in cube
- x -= floor(x);
- y -= floor(y);
- z -= floor(z);
- // Compute fade curves for each of x, y, z
- F64 u = fade(x);
- F64 v = fade(y);
- F64 w = fade(z);
- // Hash coordinates of the 8 cube corners
- S32 A = p[X] + Y;
- S32 AA = p[A] + Z;
- S32 AB = p[A + 1] + Z;
- S32 B = p[X + 1] + Y;
- S32 BA = p[B] + Z;
- S32 BB = p[B + 1] + Z;
- // Add blended results from 8 corners of cube
- F64 res = lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), grad(p[BA], x - 1, y, z)), lerp(u, grad(p[AB], x, y - 1, z), grad(p[BB], x - 1, y - 1, z))), lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1), grad(p[BA + 1], x - 1, y, z - 1)), lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1))));
- return (res + 1.0) / 2.0;
- }
- F64 PerlinNoise::fade(F64 t) {
- return t * t * t * (t * (t * 6 - 15) + 10);
- }
- F64 PerlinNoise::lerp(F64 t, F64 a, F64 b) {
- return a + t * (b - a);
- }
- F64 PerlinNoise::grad(S32 hash, F64 x, F64 y, F64 z) {
- S32 h = hash & 15;
- // Convert lower 4 bits of hash into 12 gradient directions
- F64 u = h < 8 ? x : y,
- v = h < 4 ? y : h == 12 || h == 14 ? x : z;
- return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
- }
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