/* OpenSimplex2 noise implementation. Ported from https://github.com/KdotJPG/OpenSimplex2. Copyright 2022 Yuki2 (https://github.com/NoahR02) */ package math_noise /* Input coordinate vectors */ Vec2 :: [2]f64 Vec3 :: [3]f64 Vec4 :: [4]f64 /* Noise Evaluators */ /* 2D Simplex noise, standard lattice orientation. */ noise_2d :: proc(seed: i64, coord: Vec2) -> (value: f32) { // Get points for A2* lattice skew := SKEW_2D * (coord.x + coord.y) skewed := coord + skew return _internal_noise_2d_unskewed_base(seed, skewed) } /* 2D Simplex noise, with Y pointing down the main diagonal. Might be better for a 2D sandbox style game, where Y is vertical. Probably slightly less optimal for heightmaps or continent maps, unless your map is centered around an equator. It's a subtle difference, but the option is here to make it an easy choice. */ noise_2d_improve_x :: proc(seed: i64, coord: Vec2) -> (value: f32) { // Skew transform and rotation baked into one. xx := coord.x * ROOT_2_OVER_2 yy := coord.y * (ROOT_2_OVER_2 * (1 + 2 * SKEW_2D)) return _internal_noise_2d_unskewed_base(seed, Vec2{yy + xx, yy - xx}) } /* 3D OpenSimplex2 noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coordinate should always be the "different" coordinate in whatever your use case is. If Y is vertical in world coordinates, call `noise_3d_improve_xz(x, z, Y)` or use `noise_3d_xz_before_y`. If Z is vertical in world coordinates, call `noise_3d_improve_xz(x, y, Z)`. For a time varied animation, call `noise_3d_improve_xz(x, y, T)`. */ noise_3d_improve_xy :: proc(seed: i64, coord: Vec3) -> (value: f32) { /* Re-orient the cubic lattices without skewing, so Z points up the main lattice diagonal, and the planes formed by XY are moved far out of alignment with the cube faces. Orthonormal rotation. Not a skew transform. */ xy := coord.x + coord.y s2 := xy * ROTATE_3D_ORTHOGONALIZER zz := coord.z * ROOT_3_OVER_3 r := Vec3{coord.x + s2 + zz, coord.y + s2 + zz, xy * -ROOT_3_OVER_3 + zz} // Evaluate both lattices to form a BCC lattice. return _internal_noise_3d_unrotated_base(seed, r) } /* 3D OpenSimplex2 noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coordinate should always be the "different" coordinate in whatever your use case is. If Y is vertical in world coordinates, call `noise_3d_improve_xz(x, Y, z)`. If Z is vertical in world coordinates, call `noise_3d_improve_xz(x, Z, y)` or use `noise_3d_improve_xy`. For a time varied animation, call `noise_3d_improve_xz(x, T, y)` or use `noise_3d_improve_xy`. */ noise_3d_improve_xz :: proc(seed: i64, coord: Vec3) -> (value: f32) { /* Re-orient the cubic lattices without skewing, so Y points up the main lattice diagonal, and the planes formed by XZ are moved far out of alignment with the cube faces. Orthonormal rotation. Not a skew transform. */ xz := coord.x + coord.z s2 := xz * ROTATE_3D_ORTHOGONALIZER yy := coord.y * ROOT_3_OVER_3 r := Vec3{coord.x + s2 + yy, xz * -ROOT_3_OVER_3 + yy, coord.z + s2 + yy} // Evaluate both lattices to form a BCC lattice. return _internal_noise_3d_unrotated_base(seed, r) } /* 3D OpenSimplex2 noise, fallback rotation option Use `noise_3d_improve_xy` or `noise_3d_improve_xz` instead, wherever appropriate. They have less diagonal bias. This function's best use is as a fallback. */ noise_3d_fallback :: proc(seed: i64, coord: Vec3) -> (value: f32) { /* Re-orient the cubic lattices via rotation, to produce a familiar look. Orthonormal rotation. Not a skew transform. */ bias := FALLBACK_ROTATE_3D * (coord.x + coord.y + coord.z) biased := bias - coord // Evaluate both lattices to form a BCC lattice. return _internal_noise_3d_unrotated_base(seed, biased) } /* 4D OpenSimplex2 noise, with XYZ oriented like `noise_3d_improve_xy` and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied animations which texture a 3D object (W=time) in a space where Z is vertical. */ noise_4d_improve_xyz_improve_xy :: proc(seed: i64, coord: Vec4) -> (value: f32) { xy := coord.x + coord.y s2 := xy * -0.21132486540518699998 zz := coord.z * 0.28867513459481294226 ww := coord.w * 0.2236067977499788 xr, yr : f64 = coord.x + (zz + ww + s2), coord.y + (zz + ww + s2) zr : f64 = xy * -0.57735026918962599998 + (zz + ww) wr : f64 = coord.z * -0.866025403784439 + ww return _internal_noise_4d_unskewed_base(seed, Vec4{xr, yr, zr, wr}) } /* 4D OpenSimplex2 noise, with XYZ oriented like `noise_3d_improve_xz` and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied animations which texture a 3D object (W=time) in a space where Y is vertical. */ noise_4d_improve_xyz_improve_xz :: proc(seed: i64, coord: Vec4) -> (value: f32) { xz := coord.x + coord.z s2 := xz * -0.21132486540518699998 yy := coord.y * 0.28867513459481294226 ww := coord.w * 0.2236067977499788 xr, zr : f64 = coord.x + (yy + ww + s2), coord.z + (yy + ww + s2) yr := xz * -0.57735026918962599998 + (yy + ww) wr := coord.y * -0.866025403784439 + ww return _internal_noise_4d_unskewed_base(seed, Vec4{xr, yr, zr, wr}) } /* 4D OpenSimplex2 noise, with XYZ oriented like `noise_3d_fallback` and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied animations which texture a 3D object (W=time) where there isn't a clear distinction between horizontal and vertical */ noise_4d_improve_xyz :: proc(seed: i64, coord: Vec4) -> (value: f32) { xyz := coord.x + coord.y + coord.z ww := coord.w * 0.2236067977499788 s2 := xyz * -0.16666666666666666 + ww skewed := Vec4{coord.x + s2, coord.y + s2, coord.z + s2, -0.5 * xyz + ww} return _internal_noise_4d_unskewed_base(seed, skewed) } /* 4D OpenSimplex2 noise, fallback lattice orientation. */ noise_4d_fallback :: proc(seed: i64, coord: Vec4) -> (value: f32) { // Get points for A4 lattice skew := f64(SKEW_4D) * (coord.x + coord.y + coord.z + coord.w) return _internal_noise_4d_unskewed_base(seed, coord + skew) }