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+/*
+ * =====================================================================================
+ *
+ * Filename: noise.cpp
+ *
+ * Description: Implementation of Perlin Noise
+ *
+ * Version: 1.0
+ * Created: 01/07/2023 10:55:49 PM
+ * Revision: none
+ * Compiler: gcc
+ *
+ * Author: Cara Salter (muirrum), cara@devcara.com
+ * Organization:
+ *
+ * =====================================================================================
+ */
+#include <stdlib.h>
+#include <iostream>
+#include <cmath>
+#include <random>
+#include <algorithm>
+#include "noise.hpp"
+
+PerlinNoise::PerlinNoise() {
+ // Magic numbers... magic numbers everywhere
+ p = {
+ 151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,
+ 8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,
+ 35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,
+ 134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,
+ 55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89,
+ 18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,
+ 250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,
+ 189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167,
+ 43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,
+ 97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,
+ 107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+ 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };
+
+ // Duplicate
+ p.insert(p.end(), p.begin(), p.end());
+}
+
+PerlinNoise::PerlinNoise(unsigned int seed) {
+ p.resize(256);
+
+ // fill p with values from 0 to 255
+ std::iota(p.begin(), p.end(), 0);
+
+ std::default_random_engine engine(seed);
+
+ std::shuffle(p.begin(), p.end(), engine);
+
+ p.insert(p.end(), p.begin(), p.end());
+}
+
+double PerlinNoise::noise(double x, double y, double z) {
+ // Find the unit cube that contains the input
+ int X = (int) floor(x) & 255;
+ int Y = (int) floor(y) & 255;
+ int Z = (int) floor(z) & 255;
+
+ // find relative x, y, z in cube
+ x -= floor(x);
+ y -= floor(y);
+ z -= floor(z);
+
+ // Fade curves!
+ double u = fade(x);
+ double v = fade(y);
+ double w = fade(z);
+
+ // hash coordinates
+ int A = p[X] + Y;
+ int AA = p[A] + Z;
+ int AB = p[A + 1] + Z;
+ int B = p[X + 1] + Y;
+ int BA = p[B] + Z;
+ int BB = p[B + 1] + Z;
+
+ // Blend!
+ double res = lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), grad(p[BA], x-1, y, z)), lerp(u, grad(p[AB], x, y-1, z), grad(p[BB], x-1, y-1, z))), lerp(v, lerp(u, grad(p[AA+1], x, y, z-1), grad(p[BA+1], x-1, y, z-1)), lerp(u, grad(p[AB+1], x, y-1, z-1), grad(p[BB+1], x-1, y-1, z-1))));
+ return (res + 1.0)/2.0;
+}
+
+double PerlinNoise::fade(double t) {
+ return t * t * t * (t * (t * 6 - 15) + 10);
+}
+
+double PerlinNoise::lerp(double t, double a, double b) {
+ return a + t * (b - a);
+}
+
+double PerlinNoise::grad(int hash, double x, double y, double z) {
+ int h = hash & 15;
+ double u = h < 8 ? x : y,
+ v = h < 4 ? y : h == 12 || h == 14 ? x : z;
+ return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
+}