#include <cmath>
-namespace blank {
+namespace {
+
+constexpr float one_third = 1.0f/3.0f;
+constexpr float one_sixth = 1.0f/6.0f;
+}
+
+namespace blank {
SimplexNoise::SimplexNoise(unsigned int seed)
: grad({
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;
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]))),
unsigned char SimplexNoise::Perm(size_t idx) const {
- return perm[idx % 256];
+ return perm[idx];
}
const glm::vec3 &SimplexNoise::Grad(size_t idx) const {