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January 27, 2017 20:27
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Aperiodic Improved Perlin Noise Example
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// | |
// Aperiodic Improved Perlin Noise | |
// James Bird (jbrd.github.io) | |
// | |
// A version of Ken Perlin's Improved Perlin Noise, rewritten in C++ and | |
// expanded to use a higher precision (but more expensive) initial hashing | |
// function to overcome the 256-unit repetition in the reference code. | |
// | |
// Adapted from Ken Perlin's Improved Perlin Noise Code: | |
// http://mrl.nyu.edu/~perlin/noise/ | |
// | |
#include <cmath> | |
namespace { | |
const int* build_permutation_table() { | |
static int p[512] = {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 | |
}; | |
for (int i=0; i < 256; i++) p[256+i] = p[i]; | |
return p; | |
} | |
const int* p = build_permutation_table(); | |
int initial_hash(int value) { // PEARSON HASHING FUNCTION | |
int result = 0; | |
for (int i = 0; i < sizeof(value); ++i, value >>= 8) { | |
result = p[result ^ (value & 0xff)]; | |
} | |
return result; | |
} | |
double fade(double t) { | |
return t * t * t * (t * (t * 6 - 15) + 10); | |
} | |
double lerp(double t, double a, double b) { | |
return a + t * (b - a); | |
} | |
double grad(int hash, double x, double y, double z) { | |
int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE | |
double u = h<8 ? x : y, // INTO 12 GRADIENT DIRECTIONS. | |
v = h<4 ? y : h==12||h==14 ? x : z; | |
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v); | |
} | |
} | |
double aperiodic_noise(double x, double y, double z) { | |
double FX = floor(x), | |
FY = floor(y), | |
FZ = floor(z); | |
int X = initial_hash((int)FX), // FIND UNIT CUBE THAT | |
Y = initial_hash((int)FY), // CONTAINS POINT. | |
Z = initial_hash((int)FZ); | |
int XX = initial_hash((int)FX+1), // FIND UNIT CUBE ADJACENT | |
YY = initial_hash((int)FY+1), // TO THIS POINT. | |
ZZ = initial_hash((int)FZ+1); | |
x -= FX; // FIND RELATIVE X,Y,Z | |
y -= FY; // OF POINT IN CUBE. | |
z -= FZ; | |
double u = fade(x), // COMPUTE FADE CURVES | |
v = fade(y), // FOR EACH OF X,Y,Z. | |
w = fade(z); | |
int A = p[X ], AA = p[A+Y], AB = p[A+YY], // HASH COORDINATES OF | |
B = p[XX], BA = p[B+Y], BB = p[B+YY]; // THE 8 CUBE CORNERS, | |
return lerp(w, lerp(v, lerp(u, grad(p[AA+Z ], x , y , z ), // AND ADD | |
grad(p[BA+Z ], x-1, y , z )), // BLENDED | |
lerp(u, grad(p[AB+Z ], x , y-1, z ), // RESULTS | |
grad(p[BB+Z ], x-1, y-1, z ))),// FROM 8 | |
lerp(v, lerp(u, grad(p[AA+ZZ], x , y , z-1 ), // CORNERS | |
grad(p[BA+ZZ], x-1, y , z-1 )), // OF CUBE | |
lerp(u, grad(p[AB+ZZ], x , y-1, z-1 ), | |
grad(p[BB+ZZ], x-1, y-1, z-1 )))); | |
} |
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