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- //
- // Lol Engine — Simplex Noise tutorial
- //
- // Copyright © 2010—2015 Sam Hocevar <sam@hocevar.net>
- // © 2013-2014 Guillaume Bittoun <guillaume.bittoun@gmail.com>
- //
- // Lol Engine is free software. It comes without any warranty, to
- // the extent permitted by applicable law. You can redistribute it
- // and/or modify it under the terms of the Do What the Fuck You Want
- // to Public License, Version 2, as published by the WTFPL Task Force.
- // See http://www.wtfpl.net/ for more details.
- //
-
- #if HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include <lol/engine.h>
-
- using namespace lol;
-
- /* Constants to tweak */
- ivec2 const size(1280 * 1, 720 * 1);
- float const zoom = 0.03f / 1;
- int const octaves = 1;
-
- int main(int argc, char **argv)
- {
- UNUSED(argc, argv);
-
- srand(time(nullptr));
-
- /* Create an image */
- Image img(size);
- array2d<vec4> &data = img.Lock2D<PixelFormat::RGBA_F32>();
-
- /* Declare plenty of allocators */
- simplex_noise<2> s2;
- simplex_noise<3> s3;
- simplex_noise<4> s4;
- simplex_noise<5> s5;
- simplex_noise<6> s6;
- simplex_noise<7> s7;
- simplex_noise<8> s8;
- simplex_noise<9> s9;
- simplex_noise<10> s10;
- simplex_noise<11> s11;
- simplex_noise<12> s12;
-
- /* Fill image with simplex noise */
- for (int j = 0; j < size.y; ++j)
- for (int i = 0; i < size.x; ++i)
- {
- int cell = j / (size.y / 2) * 3 + i / (size.x / 3);
-
- float x = (float)i, y = (float)j;
- float sum = 0.f, coeff = 0.f;
- int const max_k = 1 << octaves;
- bool b_centre = false, b_sphere1 = false, b_sphere2 = false;
-
- for (int k = 1; k < max_k; k *= 2)
- {
- float t = 0.f;
-
- switch (cell)
- {
- case 0:
- t = s2.eval(zoom * k * vec2(x, y));
- break;
- case 1:
- t = s3.eval(zoom * k * vec3(x, 1.f, y));
- break;
- case 2:
- t = s4.eval(zoom * k * vec4(x, 1.f, y, 2.f));
- break;
- case 3:
- t = s6.eval(zoom * k * vec6(x, 1.f, 2.f, y, 3.f, 4.f));
- break;
- case 4:
- t = s8.eval(zoom * k * vec8(x, 1.f, 2.f, 3.f,
- y, 4.f, 5.f, 6.f));
- break;
- case 5:
- //t = s12.eval(zoom * k * vec12(x / 2, -x / 2, y / 2, -y / 2,
- // -x / 2, x / 2, -y / 2, y / 2,
- // 7.f, 8.f, 9.f, 10.f));
- t = s12.eval(zoom * k * vec12(x, 1.f, 2.f, 3.f, 4.f, 5.f,
- y, 6.f, 7.f, 8.f, 9.f, 10.f));
- break;
- default:
- break;
- }
-
- if (t == -2.f) b_centre = true;
- if (t == -3.f) b_sphere1 = true;
- if (t == -4.f) b_sphere2 = true;
-
- sum += 1.f / k * t;
- coeff += 1.f / k;
- }
-
- if (b_centre)
- data[i][j] = vec4(1.f, 0.f, 1.f, 1.f);
- else if (b_sphere1)
- data[i][j] = vec4(0.f, 1.f, 0.f, 1.f);
- else if (b_sphere2)
- data[i][j] = vec4(0.f, 0.f, 1.f, 1.f);
- else
- {
- float c = saturate(0.5f + 0.5f * sum / coeff);
- data[i][j] = vec4(c, c, c, 1.f);
- //data[i][j] = Color::HSVToRGB(vec4(c, 1.0f, 0.5f, 1.f));
- }
- }
-
- #if 0
- /* Mark simplex vertices */
- vec2 diagonal = normalize(vec2(1.f));
- vec2 dx = mat2::rotate(radians(60.f)) * diagonal;
- vec2 dy = mat2::rotate(radians(-60.f)) * diagonal;
- for (int j = -100; j < 100; ++j)
- for (int i = -100; i < 100; ++i)
- {
- auto putpixel = [&](ivec2 p, vec4 c = vec4(1.f, 0.f, 1.f, 1.f))
- {
- if (p.x >= 0 && p.x < size.x - 1 && p.y >= 0 && p.y < size.y - 1)
- data[p.x][p.y] = c;
- };
-
- ivec2 coord = ivec2(i / zoom * dx + j / zoom * dy);
-
- vec2 g = s2.gradient((i + 0.1f) * dx + (j + 0.1f) * dy);
- for (int t = 0; t < 40; ++t)
- putpixel(coord + (ivec2)(g * (t / 2.f)), vec4(0.f, 1.f, 0.f, 1.f));
-
- putpixel(coord);
- putpixel(coord + ivec2(1, 0));
- putpixel(coord + ivec2(0, 1));
- putpixel(coord + ivec2(1, 1));
- }
- #endif
-
- /* Save image */
- img.Unlock2D(data);
- img.Save("simplex.png");
- }
-
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