]> git.localhorst.tv Git - blank.git/blobdiff - src/noise.cpp
be smart about other stuff ^^
[blank.git] / src / noise.cpp
index 1e1c6d86882703604475d2830812307b90db709a..d653d5d54ae0215228701dfffa600e61aef999b5 100644 (file)
@@ -12,7 +12,25 @@ constexpr float one_sixth = 1.0f/6.0f;
 
 namespace blank {
 
-SimplexNoise::SimplexNoise(unsigned int seed)
+GaloisLFSR::GaloisLFSR(std::uint64_t seed) noexcept
+: state(seed) {
+
+}
+
+bool GaloisLFSR::operator ()() noexcept {
+       bool result = state & 1;
+       state >>= 1;
+       if (result) {
+               state |= 0x8000000000000000;
+               state ^= mask;
+       } else {
+               state &= 0x7FFFFFFFFFFFFFFF;
+       }
+       return result;
+}
+
+
+SimplexNoise::SimplexNoise(unsigned int seed) noexcept
 : grad({
        {  1.0f,  1.0f,  0.0f },
        { -1.0f,  1.0f,  0.0f },
@@ -27,86 +45,158 @@ SimplexNoise::SimplexNoise(unsigned int seed)
        {  0.0f,  1.0f, -1.0f },
        {  0.0f, -1.0f, -1.0f },
 }) {
-       unsigned int val = seed;
+       GaloisLFSR random(seed ^ 0x0123456789ACBDEF);
+       unsigned char value;
        for (size_t i = 0; i < 256; ++i) {
-               val = 2346765 * val + 6446345;
-               perm[i] = val % 256;
+               perm[i] = random(value);
+               perm[i] &= 0xFF;
                perm[i + 256] = perm[i];
+               perm12[i] = perm[i] % 12;
+               perm12[i + 256] = perm12[i];
        }
 }
 
 
-float SimplexNoise::operator ()(const glm::vec3 &in) const {
+float SimplexNoise::operator ()(const glm::vec3 &in) const noexcept {
        float skew = (in.x + in.y + in.z) * one_third;
 
        glm::vec3 skewed(glm::floor(in + skew));
        float tr = (skewed.x + skewed.y + skewed.z) * one_sixth;
 
        glm::vec3 unskewed(skewed - tr);
-       glm::vec3 offset[4];
-       offset[0] = in - unskewed;
+       glm::vec3 relative(in - unskewed);
 
        glm::vec3 second, third;
 
-       if (offset[0].x >= offset[0].y) {
-               if (offset[0].y >= offset[0].z) {
-                       second = { 1.0f, 0.0f, 0.0f };
-                       third = { 1.0f, 1.0f, 0.0f };
-               } else if (offset[0].x >= offset[0].z) {
-                       second = { 1.0f, 0.0f, 0.0f };
-                       third = { 1.0f, 0.0f, 1.0f };
+       if (relative.x >= relative.y) {
+               if (relative.y >= relative.z) {
+                       second = { 1, 0, 0 };
+                       third = { 1, 1, 0 };
+               } else if (relative.x >= relative.z) {
+                       second = { 1, 0, 0 };
+                       third = { 1, 0, 1 };
                } else {
-                       second = { 0.0f, 0.0f, 1.0f };
-                       third = { 1.0f, 0.0f, 1.0f };
+                       second = { 0, 0, 1 };
+                       third = { 1, 0, 1 };
                }
-       } else if (offset[0].y < offset[0].z) {
-               second = { 0.0f, 0.0f, 1.0f };
-               third = { 0.0f, 1.0f, 1.0f };
-       } else if (offset[0].x < offset[0].z) {
-               second = { 0.0f, 1.0f, 0.0f };
-               third = { 0.0f, 1.0f, 1.0f };
+       } else if (relative.y < relative.z) {
+               second = { 0, 0, 1 };
+               third = { 0, 1, 1 };
+       } else if (relative.x < relative.z) {
+               second = { 0, 1, 0 };
+               third = { 0, 1, 1 };
        } else {
-               second = { 0.0f, 1.0f, 0.0f };
-               third = { 1.0f, 1.0f, 0.0f };
+               second = { 0, 1, 0 };
+               third = { 1, 1, 0 };
        }
 
-       offset[1] = offset[0] - second + one_sixth;
-       offset[2] = offset[0] - third + one_third;
-       offset[3] = offset[0] - 0.5f;
-
-       unsigned char index[3] = {
-               (unsigned char)(skewed.x),
-               (unsigned char)(skewed.y),
-               (unsigned char)(skewed.z),
+       glm::vec3 offset[4] = {
+               in - unskewed,
+               relative - second + one_sixth,
+               relative - third + one_third,
+               relative - 0.5f,
        };
-       size_t corner[4] = {
-               Perm(index[0] + Perm(index[1] + Perm(index[2]))),
-               Perm(index[0] + second.x + Perm(index[1] + second.y + Perm(index[2] + second.z))),
-               Perm(index[0] + third.x + Perm(index[1] + third.y + Perm(index[2] + third.z))),
-               Perm(index[0] + 1 + Perm(index[1] + 1 + Perm(index[2] + 1))),
+
+       int index[3] = {
+               (int)(skewed.x) & 0xFF,
+               (int)(skewed.y) & 0xFF,
+               (int)(skewed.z) & 0xFF,
        };
-       float n[4];
-       float t[4];
-       for (size_t i = 0; i < 4; ++i) {
-               t[i] = 0.6f - dot(offset[i], offset[i]);
-               if (t[i] < 0.0f) {
-                       n[i] = 0.0f;
-               } else {
-                       t[i] *= t[i];
-                       n[i] = t[i] * t[i] * dot(Grad(corner[i]), offset[i]);
-               }
+
+       float n = 0.0f;
+
+       // 0
+       float t = 0.6f - dot(offset[0], offset[0]);
+       if (t > 0.0f) {
+               t *= t;
+               int corner = Perm12(index[0] + Perm(index[1] + Perm(index[2])));
+               n += t * t * dot(Grad(corner), offset[0]);
+       }
+
+       // 1
+       t = 0.6f - dot(offset[1], offset[1]);
+       if (t > 0.0f) {
+               t *= t;
+               int corner = Perm12(index[0] + int(second.x) + Perm(index[1] + int(second.y) + Perm(index[2] + int(second.z))));
+               n += t * t * dot(Grad(corner), offset[1]);
        }
 
-       return 32.0f * (n[0] + n[1] + n[2] + n[3]);
+       // 2
+       t = 0.6f - dot(offset[2], offset[2]);
+       if (t > 0.0f) {
+               t *= t;
+               int corner = Perm12(index[0] + int(third.x) + Perm(index[1] + int(third.y) + Perm(index[2] + int(third.z))));
+               n += t * t * dot(Grad(corner), offset[2]);
+       }
+
+       // 3
+       t = 0.6f - dot(offset[3], offset[3]);
+       if (t > 0.0f) {
+               t *= t;
+               int corner = Perm12(index[0] + 1 + Perm(index[1] + 1 + Perm(index[2] + 1)));
+               n += t * t * dot(Grad(corner), offset[3]);
+       }
+
+       return 32.0f * n;
 }
 
 
-unsigned char SimplexNoise::Perm(size_t idx) const {
+int SimplexNoise::Perm(int idx) const noexcept {
        return perm[idx];
 }
 
-const glm::vec3 &SimplexNoise::Grad(size_t idx) const {
-       return grad[idx % 12];
+int SimplexNoise::Perm12(int idx) const noexcept {
+       return perm12[idx];
+}
+
+const glm::vec3 &SimplexNoise::Grad(int idx) const noexcept {
+       return grad[idx];
+}
+
+
+WorleyNoise::WorleyNoise(unsigned int seed) noexcept
+: seed(seed)
+, num_points(8) {
+
+}
+
+float WorleyNoise::operator ()(const glm::vec3 &in) const noexcept {
+       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::vec3 cube(center.x + x, center.y + y, center.z + z);
+                               unsigned int cube_rand =
+                                       (unsigned(cube.x) * 130223) ^
+                                       (unsigned(cube.y) * 159899) ^
+                                       (unsigned(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 % 262144) / 262144.0f;
+                                       cube_rand = 135899 * cube_rand + 189169;
+                                       point.y += float(cube_rand % 262144) / 262144.0f;
+                                       cube_rand = 159739 * cube_rand + 112139;
+                                       point.z += float(cube_rand % 262144) / 262144.0f;
+
+                                       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;
 }
 
 }