Created
January 2, 2019 05:08
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Perlin Noise
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#include <algorithm> | |
#include <random> | |
using namespace std; | |
void createRandomHash(vector<uint8_t>& hash) | |
{ | |
random_device r; | |
default_random_engine re(r()); | |
hash.resize(256); | |
iota(hash.begin(), hash.end(), 0); | |
shuffle(hash.begin(), hash.end(), re); | |
hash.insert(hash.end(), hash.begin(), hash.end()); | |
} | |
inline | |
uint8_t hash(const vector<uint8_t>& h, unsigned int a, unsigned int b) { return h[h[a] + b]; } | |
// Our easing function | |
inline | |
double fade(double t) { return t*t*t*(t*(t*6.-15.)+10.); } | |
inline | |
double lerp(double t, double a, double b) { return a + t * (b - a); } | |
inline | |
double gradient(uint8_t hash, double x, double y) | |
{ | |
return ((hash & 1) ? x : -x) + ((hash & 2) ? y : -y); | |
} | |
double noise(double x, double y) | |
{ | |
int xi = (int)x & 255; | |
int yi = (int)y & 255; | |
x -= (int)x; | |
y -= (int)y; | |
double u = fade(x); | |
double v = fade(y); | |
uint8_t aa = hash(xi, yi); | |
uint8_t ab = hash(xi, yi+1); | |
uint8_t ba = hash(xi+1, yi); | |
uint8_t bb = hash(xi+1, yi+1); | |
double val = lerp(v, | |
lerp(u, gradient(aa, x, y), gradient(ba, x-1, y)), | |
lerp(u, gradient(ab, x, y-1), gradient(bb, x-1, y-1))); | |
return (val + 1.)/2.; | |
} | |
int main(int argc, char** argv) | |
{ | |
unsigned int width = 100, height = 100; | |
for (unsigned int i=0; i<height; ++i) | |
{ | |
for (unsigned int j=0; j<width; ++j) | |
{ | |
double x = (double)j/(double)width; | |
double y = (double)i/(double)height; | |
double n = noise(10*x, 10*y); | |
// 'n' is the value to assign to the pixel at (j, i) | |
} | |
} | |
return 0; | |
} |
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