Spencer Salazarperlin noiseef0b9e711 years agoHistory
234 lines · 4.6 KB · C++
RawDownload
// from http://paulbourke.net/texture_colour/perlin/ /* Coherent noise function over 1, 2 or 3 dimensions *//* (copyright Ken Perlin) */ #include <stdlib.h>#include <stdio.h>#include <math.h>#include "perlin-noise.h" #ifdef WIN32static long random() { return rand(); }static void srandom( unsigned s ) { srand( s ); }#endif // WIN32 double PerlinNoise::noise1(double arg){   int bx0, bx1;   double rx0, rx1, sx, t, u, v, vec[1];    vec[0] = arg;   if (start) {      start = 0;      init();   }    setup(0,bx0,bx1,rx0,rx1);    sx = s_curve(rx0);   u = rx0 * g1[ p[ bx0 ] ];   v = rx1 * g1[ p[ bx1 ] ];    return(lerp(sx, u, v));} double PerlinNoise::noise2(double vec[2]){   int bx0, bx1, by0, by1, b00, b10, b01, b11;   double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;   int i, j;    if (start) {      start = 0;      init();   }    setup(0, bx0,bx1, rx0,rx1);   setup(1, by0,by1, ry0,ry1);    i = p[ bx0 ];   j = p[ bx1 ];    b00 = p[ i + by0 ];   b10 = p[ j + by0 ];   b01 = p[ i + by1 ];   b11 = p[ j + by1 ];    sx = s_curve(rx0);   sy = s_curve(ry0);    q = g2[ b00 ] ; u = at2(rx0,ry0);   q = g2[ b10 ] ; v = at2(rx1,ry0);   a = lerp(sx, u, v);    q = g2[ b01 ] ; u = at2(rx0,ry1);   q = g2[ b11 ] ; v = at2(rx1,ry1);   b = lerp(sx, u, v);    return lerp(sy, a, b);} double PerlinNoise::noise3(double vec[3]){   int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;   double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;   int i, j;    if (start) {      start = 0;      init();   }    setup(0, bx0,bx1, rx0,rx1);   setup(1, by0,by1, ry0,ry1);   setup(2, bz0,bz1, rz0,rz1);    i = p[ bx0 ];   j = p[ bx1 ];    b00 = p[ i + by0 ];   b10 = p[ j + by0 ];   b01 = p[ i + by1 ];   b11 = p[ j + by1 ];    t  = s_curve(rx0);   sy = s_curve(ry0);   sz = s_curve(rz0);    q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);   q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);   a = lerp(t, u, v);    q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);   q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);   b = lerp(t, u, v);    c = lerp(sy, a, b);    q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);   q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);   a = lerp(t, u, v);    q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);   q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);   b = lerp(t, u, v);    d = lerp(sy, a, b);    return lerp(sz, c, d);} void PerlinNoise::normalize2(double v[2]){   double s;    s = sqrt(v[0] * v[0] + v[1] * v[1]);   v[0] = v[0] / s;   v[1] = v[1] / s;} void PerlinNoise::normalize3(double v[3]){   double s;    s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);   v[0] = v[0] / s;   v[1] = v[1] / s;   v[2] = v[2] / s;} void PerlinNoise::init(void){   int i, j, k;    for (i = 0 ; i < B ; i++) {      p[i] = i;      g1[i] = (double)((random() % (B + B)) - B) / B;       for (j = 0 ; j < 2 ; j++)         g2[i][j] = (double)((random() % (B + B)) - B) / B;      normalize2(g2[i]);       for (j = 0 ; j < 3 ; j++)         g3[i][j] = (double)((random() % (B + B)) - B) / B;      normalize3(g3[i]);   }    while (--i) {      k = p[i];      p[i] = p[j = random() % B];      p[j] = k;   }    for (i = 0 ; i < B + 2 ; i++) {      p[B + i] = p[i];      g1[B + i] = g1[i];      for (j = 0 ; j < 2 ; j++)         g2[B + i][j] = g2[i][j];      for (j = 0 ; j < 3 ; j++)         g3[B + i][j] = g3[i][j];   }} /* --- My harmonic summing functions - PDB --------------------------*/ /*   In what follows "alpha" is the weight when the sum is formed.   Typically it is 2, As this approaches 1 the function is noisier.   "beta" is the harmonic scaling/spacing, typically 2.*/ double PerlinNoise::PerlinNoise1D(double x,double alpha,double beta,int n){   int i;   double val,sum = 0;   double p,scale = 1;    p = x;   for (i=0;i<n;i++) {      val = noise1(p);      sum += val / scale;      scale *= alpha;      p *= beta;   }   return(sum);} double PerlinNoise::PerlinNoise2D(double x,double y,double alpha,double beta,int n){   int i;   double val,sum = 0;   double p[2],scale = 1;    p[0] = x;   p[1] = y;   for (i=0;i<n;i++) {      val = noise2(p);      sum += val / scale;      scale *= alpha;      p[0] *= beta;      p[1] *= beta;   }   return(sum);} double PerlinNoise::PerlinNoise3D(double x,double y,double z,double alpha,double beta,int n){   int i;   double val,sum = 0;   double p[3],scale = 1;    p[0] = x;   p[1] = y;   p[2] = z;   for (i=0;i<n;i++) {      val = noise3(p);      sum += val / scale;      scale *= alpha;      p[0] *= beta;      p[1] *= beta;      p[2] *= beta;   }   return(sum);}

Keyboard shortcuts

General

Show keyboard shortcuts
?
Focus the current search
/

Issues and pull requests

Open filters
f

Issues, pull requests and Inbox

Select next item
j↓
Select previous item
k↑
Open selected item
Enter
Dismiss filters or clear selection
Esc

Repository code

Go to file
t