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use 3 octaves for solid generation noise
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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 GaloisLFSR::GaloisLFSR(std::uint64_t seed)
16 : state(seed) {
17
18 }
19
20 bool GaloisLFSR::operator ()() {
21         bool result = state & 1;
22         state >>= 1;
23         if (result) {
24                 state |= 0x8000000000000000;
25                 state ^= mask;
26         } else {
27                 state &= 0x7FFFFFFFFFFFFFFF;
28         }
29         return result;
30 }
31
32
33 SimplexNoise::SimplexNoise(unsigned int seed)
34 : grad({
35         {  1.0f,  1.0f,  0.0f },
36         { -1.0f,  1.0f,  0.0f },
37         {  1.0f, -1.0f,  0.0f },
38         { -1.0f, -1.0f,  0.0f },
39         {  1.0f,  0.0f,  1.0f },
40         { -1.0f,  0.0f,  1.0f },
41         {  1.0f,  0.0f, -1.0f },
42         { -1.0f,  0.0f, -1.0f },
43         {  0.0f,  1.0f,  1.0f },
44         {  0.0f, -1.0f,  1.0f },
45         {  0.0f,  1.0f, -1.0f },
46         {  0.0f, -1.0f, -1.0f },
47 }) {
48         GaloisLFSR random(seed ^ 0x0123456789ACBDEF);
49         for (size_t i = 0; i < 256; ++i) {
50                 random(perm[i]);
51                 perm[i + 256] = perm[i];
52         }
53 }
54
55
56 float SimplexNoise::operator ()(const glm::vec3 &in) const {
57         float skew = (in.x + in.y + in.z) * one_third;
58
59         glm::vec3 skewed(glm::floor(in + skew));
60         float tr = (skewed.x + skewed.y + skewed.z) * one_sixth;
61
62         glm::vec3 unskewed(skewed - tr);
63         glm::vec3 offset[4];
64         offset[0] = in - unskewed;
65
66         glm::vec3 second, third;
67
68         if (offset[0].x >= offset[0].y) {
69                 if (offset[0].y >= offset[0].z) {
70                         second = { 1.0f, 0.0f, 0.0f };
71                         third = { 1.0f, 1.0f, 0.0f };
72                 } else if (offset[0].x >= offset[0].z) {
73                         second = { 1.0f, 0.0f, 0.0f };
74                         third = { 1.0f, 0.0f, 1.0f };
75                 } else {
76                         second = { 0.0f, 0.0f, 1.0f };
77                         third = { 1.0f, 0.0f, 1.0f };
78                 }
79         } else if (offset[0].y < offset[0].z) {
80                 second = { 0.0f, 0.0f, 1.0f };
81                 third = { 0.0f, 1.0f, 1.0f };
82         } else if (offset[0].x < offset[0].z) {
83                 second = { 0.0f, 1.0f, 0.0f };
84                 third = { 0.0f, 1.0f, 1.0f };
85         } else {
86                 second = { 0.0f, 1.0f, 0.0f };
87                 third = { 1.0f, 1.0f, 0.0f };
88         }
89
90         offset[1] = offset[0] - second + one_sixth;
91         offset[2] = offset[0] - third + one_third;
92         offset[3] = offset[0] - 0.5f;
93
94         unsigned char index[3] = {
95                 (unsigned char)(skewed.x),
96                 (unsigned char)(skewed.y),
97                 (unsigned char)(skewed.z),
98         };
99         size_t corner[4] = {
100                 Perm(index[0] + Perm(index[1] + Perm(index[2]))),
101                 Perm(index[0] + second.x + Perm(index[1] + second.y + Perm(index[2] + second.z))),
102                 Perm(index[0] + third.x + Perm(index[1] + third.y + Perm(index[2] + third.z))),
103                 Perm(index[0] + 1 + Perm(index[1] + 1 + Perm(index[2] + 1))),
104         };
105         float n[4];
106         float t[4];
107         for (size_t i = 0; i < 4; ++i) {
108                 t[i] = 0.6f - dot(offset[i], offset[i]);
109                 if (t[i] < 0.0f) {
110                         n[i] = 0.0f;
111                 } else {
112                         t[i] *= t[i];
113                         n[i] = t[i] * t[i] * dot(Grad(corner[i]), offset[i]);
114                 }
115         }
116
117         return 32.0f * (n[0] + n[1] + n[2] + n[3]);
118 }
119
120
121 unsigned char SimplexNoise::Perm(size_t idx) const {
122         return perm[idx];
123 }
124
125 const glm::vec3 &SimplexNoise::Grad(size_t idx) const {
126         return grad[idx % 12];
127 }
128
129
130 WorleyNoise::WorleyNoise(unsigned int seed)
131 : seed(seed)
132 , num_points(8) {
133
134 }
135
136 float WorleyNoise::operator ()(const glm::vec3 &in) const {
137         glm::vec3 center = floor(in);
138
139         float closest = 1.0f;  // cannot be farther away than 1.0
140
141         for (int z = -1; z <= 1; ++z) {
142                 for (int y = -1; y <= 1; ++y) {
143                         for (int x = -1; x <= 1; ++x) {
144                                 glm::tvec3<int> cube(center.x + x, center.y + y, center.z + z);
145                                 unsigned int cube_rand =
146                                         (cube.x * 130223) ^
147                                         (cube.y * 159899) ^
148                                         (cube.z * 190717) ^
149                                         seed;
150
151                                 for (int i = 0; i < num_points; ++i) {
152                                         glm::vec3 point(cube);
153                                         cube_rand = 190667 * cube_rand + 109807;
154                                         point.x += float(cube_rand % 200000) / 200000.0f;
155                                         cube_rand = 135899 * cube_rand + 189169;
156                                         point.y += float(cube_rand % 200000) / 200000.0f;
157                                         cube_rand = 159739 * cube_rand + 112139;
158                                         point.z += float(cube_rand % 200000) / 200000.0f;
159
160                                         glm::vec3 diff(in - point);
161                                         float distance = sqrt(dot(diff, diff));
162                                         if (distance < closest) {
163                                                 closest = distance;
164                                         }
165                                 }
166                         }
167                 }
168         }
169
170         // closest ranges (0, 1), so normalizing to (-1,1) is trivial
171         // though heavily biased towards lower numbers
172         return 2.0f * closest - 1.0f;
173 }
174
175 }