123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180 |
- /*
- 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.
- */
- @(require_results)
- 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.
- */
- @(require_results)
- 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)`.
- */
- @(require_results)
- 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`.
- */
- @(require_results)
- 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.
- */
- @(require_results)
- 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.
- */
- @(require_results)
- 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.
- */
- @(require_results)
- 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
- */
- @(require_results)
- 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.
- */
- @(require_results)
- 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)
- }
|