X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fnoise.cpp;h=a5a9a2057957f361d449581eec3cbd29d94aeae6;hb=76b3ec0f6aa0dacf6d4944a2787991f3585299e8;hp=4400a1a4988e0b57aee77e7d6b7ae73a522a4441;hpb=42dea80c2cffb75a5721d1cbf0cdd6277f4d520d;p=blank.git diff --git a/src/noise.cpp b/src/noise.cpp index 4400a1a..a5a9a20 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -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 }, @@ -27,16 +45,15 @@ 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); for (size_t i = 0; i < 256; ++i) { - val = 2346765 * val + 6446345; - perm[i] = val % 256; + random(perm[i]); perm[i + 256] = perm[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)); @@ -101,25 +118,25 @@ float SimplexNoise::operator ()(const glm::vec3 &in) const { } -unsigned char SimplexNoise::Perm(size_t idx) const { +unsigned char SimplexNoise::Perm(size_t idx) const noexcept { return perm[idx]; } -const glm::vec3 &SimplexNoise::Grad(size_t idx) const { +const glm::vec3 &SimplexNoise::Grad(size_t idx) const noexcept { return grad[idx % 12]; } -WorleyNoise::WorleyNoise(unsigned int seed) +WorleyNoise::WorleyNoise(unsigned int seed) noexcept : seed(seed) , num_points(8) { } -float WorleyNoise::operator ()(const glm::vec3 &in) const { +float WorleyNoise::operator ()(const glm::vec3 &in) const noexcept { glm::vec3 center = floor(in); - float closest = 4.0f; + 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) { @@ -141,7 +158,7 @@ float WorleyNoise::operator ()(const glm::vec3 &in) const { point.z += float(cube_rand % 200000) / 200000.0f; glm::vec3 diff(in - point); - float distance = dot(diff, diff); + float distance = sqrt(dot(diff, diff)); if (distance < closest) { closest = distance; } @@ -150,7 +167,9 @@ float WorleyNoise::operator ()(const glm::vec3 &in) const { } } - return closest; + // closest ranges (0, 1), so normalizing to (-1,1) is trivial + // though heavily biased towards lower numbers + return 2.0f * closest - 1.0f; } }