]> git.localhorst.tv Git - blank.git/blob - src/noise.cpp
4400a1a4988e0b57aee77e7d6b7ae73a522a4441
[blank.git] / src / noise.cpp
1 #include "noise.hpp"
2
3 #include <cmath>
4
5
6 namespace {
7
8 constexpr float one_third = 1.0f/3.0f;
9 constexpr float one_sixth = 1.0f/6.0f;
10
11 }
12
13 namespace blank {
14
15 SimplexNoise::SimplexNoise(unsigned int seed)
16 : grad({
17         {  1.0f,  1.0f,  0.0f },
18         { -1.0f,  1.0f,  0.0f },
19         {  1.0f, -1.0f,  0.0f },
20         { -1.0f, -1.0f,  0.0f },
21         {  1.0f,  0.0f,  1.0f },
22         { -1.0f,  0.0f,  1.0f },
23         {  1.0f,  0.0f, -1.0f },
24         { -1.0f,  0.0f, -1.0f },
25         {  0.0f,  1.0f,  1.0f },
26         {  0.0f, -1.0f,  1.0f },
27         {  0.0f,  1.0f, -1.0f },
28         {  0.0f, -1.0f, -1.0f },
29 }) {
30         unsigned int val = seed;
31         for (size_t i = 0; i < 256; ++i) {
32                 val = 2346765 * val + 6446345;
33                 perm[i] = val % 256;
34                 perm[i + 256] = perm[i];
35         }
36 }
37
38
39 float SimplexNoise::operator ()(const glm::vec3 &in) const {
40         float skew = (in.x + in.y + in.z) * one_third;
41
42         glm::vec3 skewed(glm::floor(in + skew));
43         float tr = (skewed.x + skewed.y + skewed.z) * one_sixth;
44
45         glm::vec3 unskewed(skewed - tr);
46         glm::vec3 offset[4];
47         offset[0] = in - unskewed;
48
49         glm::vec3 second, third;
50
51         if (offset[0].x >= offset[0].y) {
52                 if (offset[0].y >= offset[0].z) {
53                         second = { 1.0f, 0.0f, 0.0f };
54                         third = { 1.0f, 1.0f, 0.0f };
55                 } else if (offset[0].x >= offset[0].z) {
56                         second = { 1.0f, 0.0f, 0.0f };
57                         third = { 1.0f, 0.0f, 1.0f };
58                 } else {
59                         second = { 0.0f, 0.0f, 1.0f };
60                         third = { 1.0f, 0.0f, 1.0f };
61                 }
62         } else if (offset[0].y < offset[0].z) {
63                 second = { 0.0f, 0.0f, 1.0f };
64                 third = { 0.0f, 1.0f, 1.0f };
65         } else if (offset[0].x < offset[0].z) {
66                 second = { 0.0f, 1.0f, 0.0f };
67                 third = { 0.0f, 1.0f, 1.0f };
68         } else {
69                 second = { 0.0f, 1.0f, 0.0f };
70                 third = { 1.0f, 1.0f, 0.0f };
71         }
72
73         offset[1] = offset[0] - second + one_sixth;
74         offset[2] = offset[0] - third + one_third;
75         offset[3] = offset[0] - 0.5f;
76
77         unsigned char index[3] = {
78                 (unsigned char)(skewed.x),
79                 (unsigned char)(skewed.y),
80                 (unsigned char)(skewed.z),
81         };
82         size_t corner[4] = {
83                 Perm(index[0] + Perm(index[1] + Perm(index[2]))),
84                 Perm(index[0] + second.x + Perm(index[1] + second.y + Perm(index[2] + second.z))),
85                 Perm(index[0] + third.x + Perm(index[1] + third.y + Perm(index[2] + third.z))),
86                 Perm(index[0] + 1 + Perm(index[1] + 1 + Perm(index[2] + 1))),
87         };
88         float n[4];
89         float t[4];
90         for (size_t i = 0; i < 4; ++i) {
91                 t[i] = 0.6f - dot(offset[i], offset[i]);
92                 if (t[i] < 0.0f) {
93                         n[i] = 0.0f;
94                 } else {
95                         t[i] *= t[i];
96                         n[i] = t[i] * t[i] * dot(Grad(corner[i]), offset[i]);
97                 }
98         }
99
100         return 32.0f * (n[0] + n[1] + n[2] + n[3]);
101 }
102
103
104 unsigned char SimplexNoise::Perm(size_t idx) const {
105         return perm[idx];
106 }
107
108 const glm::vec3 &SimplexNoise::Grad(size_t idx) const {
109         return grad[idx % 12];
110 }
111
112
113 WorleyNoise::WorleyNoise(unsigned int seed)
114 : seed(seed)
115 , num_points(8) {
116
117 }
118
119 float WorleyNoise::operator ()(const glm::vec3 &in) const {
120         glm::vec3 center = floor(in);
121
122         float closest = 4.0f;
123
124         for (int z = -1; z <= 1; ++z) {
125                 for (int y = -1; y <= 1; ++y) {
126                         for (int x = -1; x <= 1; ++x) {
127                                 glm::tvec3<int> cube(center.x + x, center.y + y, center.z + z);
128                                 unsigned int cube_rand =
129                                         (cube.x * 130223) ^
130                                         (cube.y * 159899) ^
131                                         (cube.z * 190717) ^
132                                         seed;
133
134                                 for (int i = 0; i < num_points; ++i) {
135                                         glm::vec3 point(cube);
136                                         cube_rand = 190667 * cube_rand + 109807;
137                                         point.x += float(cube_rand % 200000) / 200000.0f;
138                                         cube_rand = 135899 * cube_rand + 189169;
139                                         point.y += float(cube_rand % 200000) / 200000.0f;
140                                         cube_rand = 159739 * cube_rand + 112139;
141                                         point.z += float(cube_rand % 200000) / 200000.0f;
142
143                                         glm::vec3 diff(in - point);
144                                         float distance = dot(diff, diff);
145                                         if (distance < closest) {
146                                                 closest = distance;
147                                         }
148                                 }
149                         }
150                 }
151         }
152
153         return closest;
154 }
155
156 }