namespace blank {
+GaloisLFSR::GaloisLFSR(std::uint64_t seed)
+: state(seed) {
+
+}
+
+bool GaloisLFSR::operator ()() {
+ bool result = state & 1;
+ state >>= 1;
+ if (result) {
+ state |= 0x8000000000000000;
+ state ^= mask;
+ } else {
+ state &= 0x7FFFFFFFFFFFFFFF;
+ }
+ return result;
+}
+
+
SimplexNoise::SimplexNoise(unsigned int seed)
: grad({
{ 1.0f, 1.0f, 0.0f },
{ 0.0f, 1.0f, -1.0f },
{ 0.0f, -1.0f, -1.0f },
}) {
- unsigned int val = seed;
+ GaloisLFSR random(seed ^ 0x0123456789ACBDEF);
for (size_t i = 0; i < 256; ++i) {
- val = 2346765 * val + 6446345;
- perm[i] = val % 256;
+ random(perm[i]);
perm[i + 256] = perm[i];
}
}
return grad[idx % 12];
}
+
+WorleyNoise::WorleyNoise(unsigned int seed)
+: seed(seed)
+, num_points(8) {
+
+}
+
+float WorleyNoise::operator ()(const glm::vec3 &in) const {
+ glm::vec3 center = floor(in);
+
+ float closest = 1.0f; // cannot be farther away than 1.0
+
+ for (int z = -1; z <= 1; ++z) {
+ for (int y = -1; y <= 1; ++y) {
+ for (int x = -1; x <= 1; ++x) {
+ glm::tvec3<int> cube(center.x + x, center.y + y, center.z + z);
+ unsigned int cube_rand =
+ (cube.x * 130223) ^
+ (cube.y * 159899) ^
+ (cube.z * 190717) ^
+ seed;
+
+ for (int i = 0; i < num_points; ++i) {
+ glm::vec3 point(cube);
+ cube_rand = 190667 * cube_rand + 109807;
+ point.x += float(cube_rand % 200000) / 200000.0f;
+ cube_rand = 135899 * cube_rand + 189169;
+ point.y += float(cube_rand % 200000) / 200000.0f;
+ cube_rand = 159739 * cube_rand + 112139;
+ point.z += float(cube_rand % 200000) / 200000.0f;
+
+ glm::vec3 diff(in - point);
+ float distance = sqrt(dot(diff, diff));
+ if (distance < closest) {
+ closest = distance;
+ }
+ }
+ }
+ }
+ }
+
+ // closest ranges (0, 1), so normalizing to (-1,1) is trivial
+ // though heavily biased towards lower numbers
+ return 2.0f * closest - 1.0f;
+}
+
}