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+// noise1234
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+//
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+// Author: Stefan Gustavson, 2003-2005
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+// Contact: [email protected]
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+//
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+// This code was GPL licensed until February 2011.
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+// As the original author of this code, I hereby
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+// release it into the public domain.
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+// Please feel free to use it for whatever you want.
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+// Credit is appreciated where appropriate, and I also
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+// appreciate being told where this code finds any use,
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+// but you may do as you like.
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+
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+//Ported to JavaScript by Mike mikechambers
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+//http://www.mikechambers.com
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+//
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+// Note, all return values are scaled to be between 0 and 1
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+//
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+//From original C at:
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+//https://github.com/stegu/perlin-noise
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+//https://github.com/stegu/perlin-noise/blob/master/src/noise1234.c
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+
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+/*
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+ * This implementation is "Improved Noise" as presented by
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+ * Ken Perlin at Siggraph 2002. The 3D function is a direct port
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+ * of his Java reference code which was once publicly available
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+ * on www.noisemachine.com (although I cleaned it up, made it
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+ * faster and made the code more readable), but the 1D, 2D and
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+ * 4D functions were implemented from scratch by me.
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+ *
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+ * This is a backport to C of my improved noise class in C++
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+ * which was included in the Aqsis renderer project.
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+ * It is highly reusable without source code modifications.
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+ *
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+ */
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+
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+// This is the new and improved, C(2) continuous interpolant
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+function fade(t) {
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+ return ( t * t * t * ( t * ( t * 6 - 15 ) + 10 ) );
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+}
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+
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+function lerp(t, a, b) {
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+ return ((a) + (t)*((b)-(a)));
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+}
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+
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+
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+//---------------------------------------------------------------------
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+// Static data
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+
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+/*
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+ * Permutation table. This is just a random jumble of all numbers 0-255,
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+ * repeated twice to avoid wrapping the index at 255 for each lookup.
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+ * This needs to be exactly the same for all instances on all platforms,
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+ * so it's easiest to just keep it as static explicit data.
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+ * This also removes the need for any initialisation of this class.
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+ *
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+ * Note that making this an int[] instead of a char[] might make the
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+ * code run faster on platforms with a high penalty for unaligned single
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+ * byte addressing. Intel x86 is generally single-byte-friendly, but
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+ * some other CPUs are faster with 4-aligned reads.
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+ * However, a char[] is smaller, which avoids cache trashing, and that
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+ * is probably the most important aspect on most architectures.
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+ * This array is accessed a *lot* by the noise functions.
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+ * A vector-valued noise over 3D accesses it 96 times, and a
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+ * float-valued 4D noise 64 times. We want this to fit in the cache!
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+ */
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+const perm = [151,160,137,91,90,15,
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+ 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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+ 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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+ 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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+ 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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+ 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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+ 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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+ 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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+ 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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+ 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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+ 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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+ 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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+ 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
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+ 151,160,137,91,90,15,
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+ 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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+ 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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+ 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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+ 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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+ 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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+ 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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+ 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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+ 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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+ 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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+ 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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+ 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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+ 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
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+];
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+
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+//---------------------------------------------------------------------
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+
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+/*
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+ * Helper functions to compute gradients-dot-residualvectors (1D to 4D)
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+ * Note that these generate gradients of more than unit length. To make
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+ * a close match with the value range of classic Perlin noise, the final
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+ * noise values need to be rescaled. To match the RenderMan noise in a
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+ * statistical sense, the approximate scaling values (empirically
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+ * determined from test renderings) are:
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+ * 1D noise needs rescaling with 0.188
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+ * 2D noise needs rescaling with 0.507
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+ * 3D noise needs rescaling with 0.936
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+ * 4D noise needs rescaling with 0.87
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+ */
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+
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+function grad1( hash, x ) {
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+ let h = hash & 15;
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+ let grad = 1.0 + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
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+ if (h&8) grad = -grad; // and a random sign for the gradient
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+ return ( grad * x ); // Multiply the gradient with the distance
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+}
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+
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+function grad2( hash, x, y ) {
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+ let h = hash & 7; // Convert low 3 bits of hash code
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+ let u = h<4 ? x : y; // into 8 simple gradient directions,
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+ let v = h<4 ? y : x; // and compute the dot product with (x,y).
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+ return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
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+}
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+
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+function grad3( hash, x, y , z ) {
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+ let h = hash & 15; // Convert low 4 bits of hash code into 12 simple
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+ let u = h<8 ? x : y; // gradient directions, and compute dot product.
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+ let v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15
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+ return ((h&1)? -u : u) + ((h&2)? -v : v);
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+}
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+
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+function grad4( hash, x, y, z, t ) {
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+ let h = hash & 31; // Convert low 5 bits of hash code into 32 simple
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+ let u = h<24 ? x : y; // gradient directions, and compute dot product.
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+ let v = h<16 ? y : z;
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+ let w = h<8 ? z : t;
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+ return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
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+}
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+
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+//---------------------------------------------------------------------
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+/** 1D float Perlin noise, SL "noise()"
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+ */
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+export function noise1( x )
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+{
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+ let ix0, ix1;
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+ let fx0, fx1;
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+ let s, n0, n1;
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+
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+ ix0 = Math.floor( x ); // Integer part of x
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+ fx0 = x - ix0; // Fractional part of x
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+ fx1 = fx0 - 1.0;
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+ ix1 = ( ix0+1 ) & 0xff;
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+ ix0 = ix0 & 0xff; // Wrap to 0..255
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+
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+ s = fade( fx0 );
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+
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+ n0 = grad1( perm[ ix0 ], fx0 );
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+ n1 = grad1( perm[ ix1 ], fx1 );
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+ return scale(0.188 * ( lerp( s, n0, n1 ) ));
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+}
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+
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+//---------------------------------------------------------------------
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+/** 1D float Perlin periodic noise, SL "pnoise()"
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+ */
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+export function pnoise1( x, px )
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+{
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+ let ix0, ix1;
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+ let fx0, fx1;
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+ let s, n0, n1;
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+
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+ ix0 = Math.floor( x ); // Integer part of x
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+ fx0 = x - ix0; // Fractional part of x
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+ fx1 = fx0 - 1.0;
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+ ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 *and* wrap to 0..255
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+ ix0 = ( ix0 % px ) & 0xff; // (because px might be greater than 256)
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+
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+ s = fade( fx0 );
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+
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+ n0 = grad1( perm[ ix0 ], fx0 );
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+ n1 = grad1( perm[ ix1 ], fx1 );
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+ return scale(0.188 * ( lerp( s, n0, n1 ) ));
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+}
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+
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+
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+//---------------------------------------------------------------------
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+/** 2D float Perlin noise.
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+ */
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+export function noise2( x, y )
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+{
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+ let ix0, iy0, ix1, iy1;
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+ let fx0, fy0, fx1, fy1;
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+ let s, t, nx0, nx1, n0, n1;
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+
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+ ix0 = Math.floor( x ); // Integer part of x
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+ iy0 = Math.floor( y ); // Integer part of y
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+ fx0 = x - ix0; // Fractional part of x
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+ fy0 = y - iy0; // Fractional part of y
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+ fx1 = fx0 - 1.0;
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+ fy1 = fy0 - 1.0;
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+ ix1 = (ix0 + 1) & 0xff; // Wrap to 0..255
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+ iy1 = (iy0 + 1) & 0xff;
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+ ix0 = ix0 & 0xff;
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+ iy0 = iy0 & 0xff;
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+
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+ t = fade( fy0 );
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+ s = fade( fx0 );
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+
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+ nx0 = grad2(perm[ix0 + perm[iy0]], fx0, fy0);
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+ nx1 = grad2(perm[ix0 + perm[iy1]], fx0, fy1);
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+ n0 = lerp( t, nx0, nx1 );
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+
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+ nx0 = grad2(perm[ix1 + perm[iy0]], fx1, fy0);
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+ nx1 = grad2(perm[ix1 + perm[iy1]], fx1, fy1);
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+ n1 = lerp(t, nx0, nx1);
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+
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+ return scale(0.507 * ( lerp( s, n0, n1 ) ));
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+}
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+
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+//---------------------------------------------------------------------
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+/** 2D float Perlin periodic noise.
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+ */
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+export function pnoise2( x, y, px, py )
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+{
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+ let ix0, iy0, ix1, iy1;
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+ let fx0, fy0, fx1, fy1;
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+ let s, t, nx0, nx1, n0, n1;
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+
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+ ix0 = Math.floor( x ); // Integer part of x
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+ iy0 = Math.floor( y ); // Integer part of y
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+ fx0 = x - ix0; // Fractional part of x
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+ fy0 = y - iy0; // Fractional part of y
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+ fx1 = fx0 - 1.0;
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+ fy1 = fy0 - 1.0;
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+ ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
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+ iy1 = (( iy0 + 1 ) % py) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
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+ ix0 = ( ix0 % px ) & 0xff;
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+ iy0 = ( iy0 % py ) & 0xff;
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+
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+ t = fade( fy0 );
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+ s = fade( fx0 );
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+
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+ nx0 = grad2(perm[ix0 + perm[iy0]], fx0, fy0);
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+ nx1 = grad2(perm[ix0 + perm[iy1]], fx0, fy1);
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+ n0 = lerp( t, nx0, nx1 );
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+
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+ nx0 = grad2(perm[ix1 + perm[iy0]], fx1, fy0);
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+ nx1 = grad2(perm[ix1 + perm[iy1]], fx1, fy1);
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+ n1 = lerp(t, nx0, nx1);
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+
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+ return scale(0.507 * ( lerp( s, n0, n1 ) ));
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+}
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+
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+
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+//---------------------------------------------------------------------
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+/** 3D float Perlin noise.
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+ */
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+export function noise3( x, y, z )
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+{
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+ let ix0, iy0, ix1, iy1, iz0, iz1;
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+ let fx0, fy0, fz0, fx1, fy1, fz1;
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+ let s, t, r;
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+ let nxy0, nxy1, nx0, nx1, n0, n1;
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+
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+ ix0 = Math.floor( x ); // Integer part of x
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+ iy0 = Math.floor( y ); // Integer part of y
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+ iz0 = Math.floor( z ); // Integer part of z
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+ fx0 = x - ix0; // Fractional part of x
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+ fy0 = y - iy0; // Fractional part of y
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+ fz0 = z - iz0; // Fractional part of z
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+ fx1 = fx0 - 1.0;
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+ fy1 = fy0 - 1.0;
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+ fz1 = fz0 - 1.0;
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+ ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255
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+ iy1 = ( iy0 + 1 ) & 0xff;
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+ iz1 = ( iz0 + 1 ) & 0xff;
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+ ix0 = ix0 & 0xff;
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+ iy0 = iy0 & 0xff;
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+ iz0 = iz0 & 0xff;
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+
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+ r = fade( fz0 );
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+ t = fade( fy0 );
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+ s = fade( fx0 );
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+
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+ nxy0 = grad3(perm[ix0 + perm[iy0 + perm[iz0]]], fx0, fy0, fz0);
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+ nxy1 = grad3(perm[ix0 + perm[iy0 + perm[iz1]]], fx0, fy0, fz1);
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+ nx0 = lerp( r, nxy0, nxy1 );
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+
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+ nxy0 = grad3(perm[ix0 + perm[iy1 + perm[iz0]]], fx0, fy1, fz0);
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+ nxy1 = grad3(perm[ix0 + perm[iy1 + perm[iz1]]], fx0, fy1, fz1);
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+ nx1 = lerp( r, nxy0, nxy1 );
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+
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+ n0 = lerp( t, nx0, nx1 );
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+
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+ nxy0 = grad3(perm[ix1 + perm[iy0 + perm[iz0]]], fx1, fy0, fz0);
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+ nxy1 = grad3(perm[ix1 + perm[iy0 + perm[iz1]]], fx1, fy0, fz1);
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+ nx0 = lerp( r, nxy0, nxy1 );
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+
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+ nxy0 = grad3(perm[ix1 + perm[iy1 + perm[iz0]]], fx1, fy1, fz0);
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+ nxy1 = grad3(perm[ix1 + perm[iy1 + perm[iz1]]], fx1, fy1, fz1);
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+ nx1 = lerp( r, nxy0, nxy1 );
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+
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+ n1 = lerp( t, nx0, nx1 );
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+
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+ return scale(0.936 * ( lerp( s, n0, n1 ) ));
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+}
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+
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+//---------------------------------------------------------------------
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+/** 3D float Perlin periodic noise.
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+ */
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+export function pnoise3( x, y, z, px, py, pz )
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+{
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+ let ix0, iy0, ix1, iy1, iz0, iz1;
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+ let fx0, fy0, fz0, fx1, fy1, fz1;
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+ let s, t, r;
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+ let nxy0, nxy1, nx0, nx1, n0, n1;
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+
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+ ix0 = Math.floor( x ); // Integer part of x
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+ iy0 = Math.floor( y ); // Integer part of y
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+ iz0 = Math.floor( z ); // Integer part of z
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+ fx0 = x - ix0; // Fractional part of x
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+ fy0 = y - iy0; // Fractional part of y
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+ fz0 = z - iz0; // Fractional part of z
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+ fx1 = fx0 - 1.0;
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+ fy1 = fy0 - 1.0;
|
|
|
+ fz1 = fz0 - 1.0;
|
|
|
+ ix1 = (( ix0 + 1 ) % px ) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
|
|
|
+ iy1 = (( iy0 + 1 ) % py ) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
|
|
|
+ iz1 = (( iz0 + 1 ) % pz ) & 0xff; // Wrap to 0..pz-1 and wrap to 0..255
|
|
|
+ ix0 = ( ix0 % px ) & 0xff;
|
|
|
+ iy0 = ( iy0 % py ) & 0xff;
|
|
|
+ iz0 = ( iz0 % pz ) & 0xff;
|
|
|
+
|
|
|
+ r = fade( fz0 );
|
|
|
+ t = fade( fy0 );
|
|
|
+ s = fade( fx0 );
|
|
|
+
|
|
|
+ nxy0 = grad3(perm[ix0 + perm[iy0 + perm[iz0]]], fx0, fy0, fz0);
|
|
|
+ nxy1 = grad3(perm[ix0 + perm[iy0 + perm[iz1]]], fx0, fy0, fz1);
|
|
|
+ nx0 = lerp( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ nxy0 = grad3(perm[ix0 + perm[iy1 + perm[iz0]]], fx0, fy1, fz0);
|
|
|
+ nxy1 = grad3(perm[ix0 + perm[iy1 + perm[iz1]]], fx0, fy1, fz1);
|
|
|
+ nx1 = lerp( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ n0 = lerp( t, nx0, nx1 );
|
|
|
+
|
|
|
+ nxy0 = grad3(perm[ix1 + perm[iy0 + perm[iz0]]], fx1, fy0, fz0);
|
|
|
+ nxy1 = grad3(perm[ix1 + perm[iy0 + perm[iz1]]], fx1, fy0, fz1);
|
|
|
+ nx0 = lerp( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ nxy0 = grad3(perm[ix1 + perm[iy1 + perm[iz0]]], fx1, fy1, fz0);
|
|
|
+ nxy1 = grad3(perm[ix1 + perm[iy1 + perm[iz1]]], fx1, fy1, fz1);
|
|
|
+ nx1 = lerp( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ n1 = lerp( t, nx0, nx1 );
|
|
|
+
|
|
|
+ return scale(0.936 * ( lerp( s, n0, n1 ) ));
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+//---------------------------------------------------------------------
|
|
|
+/** 4D float Perlin noise.
|
|
|
+ */
|
|
|
+
|
|
|
+export function noise4( x, y, z, w )
|
|
|
+{
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|
|
+ let ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1;
|
|
|
+ let fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
|
|
|
+ let s, t, r, q;
|
|
|
+ let nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
|
|
|
+
|
|
|
+ ix0 = Math.floor( x ); // Integer part of x
|
|
|
+ iy0 = Math.floor( y ); // Integer part of y
|
|
|
+ iz0 = Math.floor( z ); // Integer part of y
|
|
|
+ iw0 = Math.floor( w ); // Integer part of w
|
|
|
+ fx0 = x - ix0; // Fractional part of x
|
|
|
+ fy0 = y - iy0; // Fractional part of y
|
|
|
+ fz0 = z - iz0; // Fractional part of z
|
|
|
+ fw0 = w - iw0; // Fractional part of w
|
|
|
+ fx1 = fx0 - 1.0;
|
|
|
+ fy1 = fy0 - 1.0;
|
|
|
+ fz1 = fz0 - 1.0;
|
|
|
+ fw1 = fw0 - 1.0;
|
|
|
+ ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255
|
|
|
+ iy1 = ( iy0 + 1 ) & 0xff;
|
|
|
+ iz1 = ( iz0 + 1 ) & 0xff;
|
|
|
+ iw1 = ( iw0 + 1 ) & 0xff;
|
|
|
+ ix0 = ix0 & 0xff;
|
|
|
+ iy0 = iy0 & 0xff;
|
|
|
+ iz0 = iz0 & 0xff;
|
|
|
+ iw0 = iw0 & 0xff;
|
|
|
+
|
|
|
+ q = fade( fw0 );
|
|
|
+ r = fade( fz0 );
|
|
|
+ t = fade( fy0 );
|
|
|
+ s = fade( fx0 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx0, fy0, fz0, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx0, fy0, fz0, fw1);
|
|
|
+ nxy0 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx0, fy0, fz1, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx0, fy0, fz1, fw1);
|
|
|
+ nxy1 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nx0 = lerp ( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx0, fy1, fz0, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx0, fy1, fz0, fw1);
|
|
|
+ nxy0 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx0, fy1, fz1, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx0, fy1, fz1, fw1);
|
|
|
+ nxy1 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nx1 = lerp ( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ n0 = lerp( t, nx0, nx1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx1, fy0, fz0, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx1, fy0, fz0, fw1);
|
|
|
+ nxy0 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx1, fy0, fz1, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx1, fy0, fz1, fw1);
|
|
|
+ nxy1 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nx0 = lerp ( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx1, fy1, fz0, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx1, fy1, fz0, fw1);
|
|
|
+ nxy0 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx1, fy1, fz1, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx1, fy1, fz1, fw1);
|
|
|
+ nxy1 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nx1 = lerp ( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ n1 = lerp( t, nx0, nx1 );
|
|
|
+
|
|
|
+ return scale(0.87 * ( lerp( s, n0, n1 ) ));
|
|
|
+}
|
|
|
+
|
|
|
+//---------------------------------------------------------------------
|
|
|
+/** 4D float Perlin periodic noise.
|
|
|
+ */
|
|
|
+
|
|
|
+export function pnoise4( x, y, z, w,
|
|
|
+ px, py, pz, pw )
|
|
|
+{
|
|
|
+ let ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1;
|
|
|
+ let fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
|
|
|
+ let s, t, r, q;
|
|
|
+ let nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
|
|
|
+
|
|
|
+ ix0 = Math.floor( x ); // Integer part of x
|
|
|
+ iy0 = Math.floor( y ); // Integer part of y
|
|
|
+ iz0 = Math.floor( z ); // Integer part of y
|
|
|
+ iw0 = Math.floor( w ); // Integer part of w
|
|
|
+ fx0 = x - ix0; // Fractional part of x
|
|
|
+ fy0 = y - iy0; // Fractional part of y
|
|
|
+ fz0 = z - iz0; // Fractional part of z
|
|
|
+ fw0 = w - iw0; // Fractional part of w
|
|
|
+ fx1 = fx0 - 1.0;
|
|
|
+ fy1 = fy0 - 1.0;
|
|
|
+ fz1 = fz0 - 1.0;
|
|
|
+ fw1 = fw0 - 1.0;
|
|
|
+ ix1 = (( ix0 + 1 ) % px ) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
|
|
|
+ iy1 = (( iy0 + 1 ) % py ) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
|
|
|
+ iz1 = (( iz0 + 1 ) % pz ) & 0xff; // Wrap to 0..pz-1 and wrap to 0..255
|
|
|
+ iw1 = (( iw0 + 1 ) % pw ) & 0xff; // Wrap to 0..pw-1 and wrap to 0..255
|
|
|
+ ix0 = ( ix0 % px ) & 0xff;
|
|
|
+ iy0 = ( iy0 % py ) & 0xff;
|
|
|
+ iz0 = ( iz0 % pz ) & 0xff;
|
|
|
+ iw0 = ( iw0 % pw ) & 0xff;
|
|
|
+
|
|
|
+ q = fade( fw0 );
|
|
|
+ r = fade( fz0 );
|
|
|
+ t = fade( fy0 );
|
|
|
+ s = fade( fx0 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx0, fy0, fz0, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx0, fy0, fz0, fw1);
|
|
|
+ nxy0 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx0, fy0, fz1, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx0, fy0, fz1, fw1);
|
|
|
+ nxy1 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nx0 = lerp ( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx0, fy1, fz0, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx0, fy1, fz0, fw1);
|
|
|
+ nxy0 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx0, fy1, fz1, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx0, fy1, fz1, fw1);
|
|
|
+ nxy1 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nx1 = lerp ( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ n0 = lerp( t, nx0, nx1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx1, fy0, fz0, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx1, fy0, fz0, fw1);
|
|
|
+ nxy0 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx1, fy0, fz1, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx1, fy0, fz1, fw1);
|
|
|
+ nxy1 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nx0 = lerp ( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx1, fy1, fz0, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx1, fy1, fz0, fw1);
|
|
|
+ nxy0 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx1, fy1, fz1, fw0);
|
|
|
+ nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx1, fy1, fz1, fw1);
|
|
|
+ nxy1 = lerp( q, nxyz0, nxyz1 );
|
|
|
+
|
|
|
+ nx1 = lerp ( r, nxy0, nxy1 );
|
|
|
+
|
|
|
+ n1 = lerp( t, nx0, nx1 );
|
|
|
+
|
|
|
+ return scale(0.87 * ( lerp( s, n0, n1 ) ));
|
|
|
+}
|
|
|
+
|
|
|
+function scale(n) {
|
|
|
+ return (1 + n) / 2;
|
|
|
+}
|
|
|
+
|
|
|
+export default function noise(x, y, z, w) {
|
|
|
+
|
|
|
+ switch(arguments.length) {
|
|
|
+ case 1:
|
|
|
+ return noise1(x); //todo: move these to perlin functions
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ return noise2(x, y); //todo: move these to perlin functions
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ return noise3(x, y, z);
|
|
|
+ case 3:
|
|
|
+ return noise4(x, y, z, w);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+//---------------------------------------------------------------------
|