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@bstrie
Created February 14, 2014 17:24
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use std::f32::consts::PI;
use std::io::{BufferedWriter, stdout};
use std::rand::{Rng, StdRng};
struct Vec2 {
x: f32,
y: f32,
}
fn lerp(a: f32, b: f32, v: f32) -> f32 { a * (1.0 - v) + b * v }
fn smooth(v: f32) -> f32 { v * v * (3.0 - 2.0 * v) }
fn random_gradient<R: Rng>(r: &mut R) -> Vec2 {
let v = PI * 2.0 * r.gen();
Vec2 { x: v.cos(), y: v.sin() }
}
fn gradient(orig: Vec2, grad: Vec2, p: Vec2) -> f32 {
(p.x - orig.x) * grad.x + (p.y - orig.y) * grad.y
}
struct Noise2DContext {
rgradients: [Vec2, ..256],
permutations: [u16, ..256],
}
impl Noise2DContext {
fn new() -> Noise2DContext {
let mut rng = StdRng::new();
let mut rgradients = [Vec2 { x: 0.0, y: 0.0 }, ..256];
for i in range(0, 256) { rgradients[i] = random_gradient(&mut rng); }
let mut permutations = [0, ..256];
for i in range(0u16, 256) { permutations[i] = i; }
rng.shuffle_mut(permutations);
Noise2DContext { rgradients: rgradients, permutations: permutations }
}
fn get_gradient(&self, x: i32, y: i32) -> Vec2 {
let idx = self.permutations[x & 255] + self.permutations[y & 255];
self.rgradients[idx & 255]
}
fn get_gradients(&self, x: f32, y: f32) -> ([Vec2, ..4], [Vec2, ..4]) {
let x0f = x.floor();
let y0f = y.floor();
let x1f = x0f + 1.0;
let y1f = y0f + 1.0;
let x0 = x0f as i32;
let y0 = y0f as i32;
let x1 = x0 + 1;
let y1 = y0 + 1;
([self.get_gradient(x0, y0), self.get_gradient(x1, y0),
self.get_gradient(x0, y1), self.get_gradient(x1, y1)],
[Vec2 { x: x0f, y: y0f }, Vec2 { x: x1f, y: y0f },
Vec2 { x: x0f, y: y1f }, Vec2 { x: x1f, y: y1f }])
}
fn get(&self, x: f32, y: f32) -> f32 {
let p = Vec2 {x: x, y: y};
let (gradients, origins) = self.get_gradients(x, y);
let v0 = gradient(origins[0], gradients[0], p);
let v1 = gradient(origins[1], gradients[1], p);
let v2 = gradient(origins[2], gradients[2], p);
let v3 = gradient(origins[3], gradients[3], p);
let fx = smooth(x - origins[0].x);
let vx0 = lerp(v0, v1, fx);
let vx1 = lerp(v2, v3, fx);
let fy = smooth(y - origins[0].y);
lerp(vx0, vx1, fy)
}
}
fn main() {
let symbols = [' ', '░', '▒', '▓', '█', '█'];
let mut pixels = [0f32, ..256*256];
let n2d = Noise2DContext::new();
for _ in range(0, 100) {
for y in range(0, 256) {
for x in range(0, 256) {
let v = n2d.get(x as f32 * 0.1, y as f32 * 0.1);
pixels[y*256+x] = v * 0.5 + 0.5;
}
}
}
let mut out = BufferedWriter::new(stdout());
for y in range(0, 256) {
for x in range(0, 256) {
let idx = (pixels[y*256+x] / 0.2) as uint;
let _ = out.write_char(symbols[idx]);
}
let _ = out.write_char('\n');
}
let _ = out.flush();
}
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