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March 20, 2023 02:03
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;; https://gamedev.stackexchange.com/questions/23625/how-do-you-generate-tileable-perlin-noise | |
(fn make-simplex-noise [radius? harmonics? width? height?] | |
"Generate 2d tiling simplex noise tile. | |
The generated tile will be saved in the user save directory. | |
radius? The radius of the x and y orthogonal circles in 4 d space. Larger radius ~= higher frequency | |
harmonics? How many harmonics do you want to include? Default 3 | |
width? The width of the tile generated | |
height? The height the tile generated | |
example: (make-simplex-noise 10)" | |
(let [r (or radius? 10) | |
n (or harmonics? 3) | |
w (or width? 256) | |
h (or height? width? 256) | |
amplitude-decay 0.5 | |
radius-increase 2 | |
off-x (/ (math.random 1 100000) 100000) | |
off-y (/ (math.random 1 100000) 100000) | |
lg love.graphics | |
canvas (lg.newCanvas w h) | |
data (canvas:newImageData)] | |
(fn cliffords-torus-mapping [r j i w h off-x? off-y?] | |
(let [x1 (+ off-x (- r)) | |
off-x (or off-x? 0) | |
off-y (or off-y? 0) | |
x2 (+ off-x (+ r)) | |
y1 (+ off-y (- r)) | |
y2 (+ off-y (+ r)) | |
s (/ j w) | |
t (/ i h) | |
dx (- x2 x1) | |
dy (- y2 y1) | |
nx (+ x1 (* (/ dx (* 2 math.pi)) (math.cos (* s 2 math.pi) ))) | |
ny (+ y1 (* (/ dy (* 2 math.pi)) (math.cos (* t 2 math.pi) ))) | |
nz (+ x1 (* (/ dx (* 2 math.pi)) (math.sin (* s 2 math.pi) ))) | |
nw (+ y1 (* (/ dy (* 2 math.pi)) (math.sin (* t 2 math.pi) ))) | |
r (love.math.noise nx ny nz nw)] | |
r)) | |
(for [i 1 h] | |
(for [j 1 w] | |
(var value 0) | |
(var amplitude 1) | |
(var radius r) | |
(for [harmonic 1 n] | |
(local rand (cliffords-torus-mapping radius j i w h off-x off-y)) | |
(set value (+ value (* amplitude rand))) | |
(set radius (* radius radius-increase)) | |
(set amplitude (* amplitude amplitude-decay))) | |
(set value (* 1.75 (/ value n))) | |
(data:setPixel (- i 1) (- j 1) value value value 1))) | |
(data:encode "png" (.. "simplex-noise-r=" r "h=" n ".png")))) |
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