X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fnoise.cpp;h=6d59224c2f41f4de89ae982627387fcacd7235a2;hb=e74f1ad236429f05db90c0ace825277e2a3fbc05;hp=d192b27fcce8646109d310754b2d7e70c8536f75;hpb=f62562b0f87d571bd7b32ae2f8ca659c24e9911b;p=blank.git diff --git a/src/noise.cpp b/src/noise.cpp index d192b27..6d59224 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -3,8 +3,32 @@ #include +namespace { + +constexpr float one_third = 1.0f/3.0f; +constexpr float one_sixth = 1.0f/6.0f; + +} + 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({ @@ -25,17 +49,18 @@ SimplexNoise::SimplexNoise(unsigned int seed) for (size_t i = 0; i < 256; ++i) { val = 2346765 * val + 6446345; perm[i] = val % 256; + perm[i + 256] = perm[i]; } } float SimplexNoise::operator ()(const glm::vec3 &in) const { - float skew = (in.x + in.y + in.z) / 3.0f; + float skew = (in.x + in.y + in.z) * one_third; - glm::vec3 skewed(std::floor(in.x + skew), std::floor(in.y + skew), std::floor(in.z + skew)); - float tr = (skewed.x + skewed.y + skewed.z) / 6.0f; + glm::vec3 skewed(glm::floor(in + skew)); + float tr = (skewed.x + skewed.y + skewed.z) * one_sixth; - glm::vec3 unskewed(skewed.x - tr, skewed.y - tr, skewed.z - tr); + glm::vec3 unskewed(skewed - tr); glm::vec3 offset[4]; offset[0] = in - unskewed; @@ -63,14 +88,14 @@ float SimplexNoise::operator ()(const glm::vec3 &in) const { third = { 1.0f, 1.0f, 0.0f }; } - offset[1] = offset[0] - second + glm::vec3(1.0f/6.0f); - offset[2] = offset[0] - third + glm::vec3(1.0f/3.0f); - offset[3] = offset[0] - glm::vec3(0.5f); + offset[1] = offset[0] - second + one_sixth; + offset[2] = offset[0] - third + one_third; + offset[3] = offset[0] - 0.5f; - size_t index[3] = { - unsigned(skewed.x) % 256, - unsigned(skewed.y) % 256, - unsigned(skewed.z) % 256, + unsigned char index[3] = { + (unsigned char)(skewed.x), + (unsigned char)(skewed.y), + (unsigned char)(skewed.z), }; size_t corner[4] = { Perm(index[0] + Perm(index[1] + Perm(index[2]))), @@ -95,11 +120,57 @@ float SimplexNoise::operator ()(const glm::vec3 &in) const { unsigned char SimplexNoise::Perm(size_t idx) const { - return perm[idx % 256]; + return perm[idx]; } const glm::vec3 &SimplexNoise::Grad(size_t idx) const { 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 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; +} + }