/* * ===================================================================================== * * 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 #include #include #include #include #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); }