]> git.localhorst.tv Git - blank.git/blobdiff - src/noise.cpp
some code reorganization
[blank.git] / src / noise.cpp
diff --git a/src/noise.cpp b/src/noise.cpp
deleted file mode 100644 (file)
index d653d5d..0000000
+++ /dev/null
@@ -1,202 +0,0 @@
-#include "noise.hpp"
-
-#include <cmath>
-
-
-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) 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 },
-       {  1.0f, -1.0f,  0.0f },
-       { -1.0f, -1.0f,  0.0f },
-       {  1.0f,  0.0f,  1.0f },
-       { -1.0f,  0.0f,  1.0f },
-       {  1.0f,  0.0f, -1.0f },
-       { -1.0f,  0.0f, -1.0f },
-       {  0.0f,  1.0f,  1.0f },
-       {  0.0f, -1.0f,  1.0f },
-       {  0.0f,  1.0f, -1.0f },
-       {  0.0f, -1.0f, -1.0f },
-}) {
-       GaloisLFSR random(seed ^ 0x0123456789ACBDEF);
-       unsigned char value;
-       for (size_t i = 0; i < 256; ++i) {
-               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 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 relative(in - unskewed);
-
-       glm::vec3 second, third;
-
-       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, 0, 1 };
-                       third = { 1, 0, 1 };
-               }
-       } 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, 1, 0 };
-               third = { 1, 1, 0 };
-       }
-
-       glm::vec3 offset[4] = {
-               in - unskewed,
-               relative - second + one_sixth,
-               relative - third + one_third,
-               relative - 0.5f,
-       };
-
-       int index[3] = {
-               (int)(skewed.x) & 0xFF,
-               (int)(skewed.y) & 0xFF,
-               (int)(skewed.z) & 0xFF,
-       };
-
-       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]);
-       }
-
-       // 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;
-}
-
-
-int SimplexNoise::Perm(int idx) const noexcept {
-       return perm[idx];
-}
-
-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;
-}
-
-}