can reuse it for other noise implementations.undefined
@@ -33,17 +33,17 @@ int main(int argc, char **argv) | |||||
array2d<vec4> &data = img.Lock2D<PixelFormat::RGBA_F32>(); | array2d<vec4> &data = img.Lock2D<PixelFormat::RGBA_F32>(); | ||||
/* Declare plenty of allocators */ | /* Declare plenty of allocators */ | ||||
simplex_interpolator<2> s2; | |||||
simplex_interpolator<3> s3; | |||||
simplex_interpolator<4> s4; | |||||
simplex_interpolator<5> s5; | |||||
simplex_interpolator<6> s6; | |||||
simplex_interpolator<7> s7; | |||||
simplex_interpolator<8> s8; | |||||
simplex_interpolator<9> s9; | |||||
simplex_interpolator<10> s10; | |||||
simplex_interpolator<11> s11; | |||||
simplex_interpolator<12> s12; | |||||
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 */ | /* Fill image with simplex noise */ | ||||
for (int j = 0; j < size.y; ++j) | for (int j = 0; j < size.y; ++j) | ||||
@@ -44,7 +44,8 @@ liblolcore_headers = \ | |||||
lol/math/functions.h lol/math/vector.h lol/math/half.h lol/math/real.h \ | lol/math/functions.h lol/math/vector.h lol/math/half.h lol/math/real.h \ | ||||
lol/math/geometry.h lol/math/interp.h lol/math/rand.h lol/math/array2d.h \ | lol/math/geometry.h lol/math/interp.h lol/math/rand.h lol/math/array2d.h \ | ||||
lol/math/array3d.h lol/math/constants.h lol/math/matrix.h lol/math/ops.h \ | lol/math/array3d.h lol/math/constants.h lol/math/matrix.h lol/math/ops.h \ | ||||
lol/math/transform.h lol/math/polynomial.h lol/math/simplex_interpolator.h \ | |||||
lol/math/transform.h lol/math/polynomial.h \ | |||||
lol/math/noise/gradient.h lol/math/noise/simplex.h \ | |||||
\ | \ | ||||
lol/algorithm/all.h \ | lol/algorithm/all.h \ | ||||
lol/algorithm/sort.h lol/algorithm/portal.h lol/algorithm/aabb_tree.h \ | lol/algorithm/sort.h lol/algorithm/portal.h lol/algorithm/aabb_tree.h \ | ||||
@@ -23,4 +23,6 @@ | |||||
#include <lol/math/interp.h> | #include <lol/math/interp.h> | ||||
#include <lol/math/rand.h> | #include <lol/math/rand.h> | ||||
#include <lol/math/polynomial.h> | #include <lol/math/polynomial.h> | ||||
#include <lol/math/simplex_interpolator.h> | |||||
#include <lol/math/noise/gradient.h> | |||||
#include <lol/math/noise/simplex.h> |
@@ -0,0 +1,95 @@ | |||||
// | |||||
// Lol Engine | |||||
// | |||||
// Copyright: (c) 2010-2014 Sam Hocevar <sam@hocevar.net> | |||||
// (c) 2013-2014 Benjamin "Touky" Huet <huet.benjamin@gmail.com> | |||||
// (c) 2013-2014 Guillaume Bittoun <guillaume.bittoun@gmail.com> | |||||
// This program is free software; 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 Sam Hocevar. See | |||||
// http://www.wtfpl.net/ for more details. | |||||
// | |||||
#pragma once | |||||
#include <functional> | |||||
namespace lol | |||||
{ | |||||
template<int N> | |||||
class gradient_provider | |||||
{ | |||||
public: | |||||
gradient_provider(int seed = 0) | |||||
: m_seed(seed) | |||||
{ | |||||
} | |||||
protected: | |||||
vec_t<float, N> get_gradient(vec_t<int, N> origin) const | |||||
{ | |||||
/* Quick shuffle table: | |||||
* strings /dev/urandom | grep . -nm256 | sort -k2 -t: | sed 's|:.*|,|' | |||||
* Then just replace “256” with “0”. */ | |||||
static int const shuffle[256] = | |||||
{ | |||||
111, 14, 180, 186, 221, 114, 219, 79, 66, 46, 152, 81, 246, 200, | |||||
141, 172, 85, 244, 112, 92, 34, 106, 218, 205, 236, 7, 121, 115, | |||||
109, 131, 10, 96, 188, 148, 17, 107, 94, 182, 235, 163, 143, 63, | |||||
248, 202, 52, 154, 37, 241, 53, 129, 25, 159, 242, 38, 171, 213, | |||||
6, 203, 255, 193, 42, 209, 28, 176, 210, 60, 54, 144, 3, 71, 89, | |||||
116, 12, 237, 67, 216, 252, 178, 174, 164, 98, 234, 32, 26, 175, | |||||
24, 130, 128, 113, 99, 212, 62, 11, 75, 185, 73, 93, 31, 30, 44, | |||||
122, 173, 139, 91, 136, 162, 194, 41, 56, 101, 68, 69, 211, 151, | |||||
97, 55, 83, 33, 50, 119, 156, 149, 208, 157, 253, 247, 161, 133, | |||||
230, 166, 225, 204, 224, 13, 110, 123, 142, 64, 65, 155, 215, 9, | |||||
197, 140, 58, 77, 214, 126, 195, 179, 220, 232, 125, 147, 8, 39, | |||||
187, 27, 217, 100, 134, 199, 88, 206, 231, 250, 74, 2, 135, 120, | |||||
21, 245, 118, 243, 82, 183, 238, 150, 158, 61, 4, 177, 146, 153, | |||||
117, 249, 254, 233, 90, 222, 207, 48, 15, 18, 20, 16, 47, 0, 51, | |||||
165, 138, 127, 169, 72, 1, 201, 145, 191, 192, 239, 49, 19, 160, | |||||
226, 228, 84, 181, 251, 36, 87, 22, 43, 70, 45, 105, 5, 189, 95, | |||||
40, 196, 59, 57, 190, 80, 104, 167, 78, 124, 103, 240, 184, 170, | |||||
137, 29, 23, 223, 108, 102, 86, 198, 227, 35, 229, 76, 168, 132, | |||||
}; | |||||
/* Generate 2^(N+2) random vectors, but at least 2^5 (32) and not | |||||
* more than 2^20 (~ 1 million). */ | |||||
int const gradient_count = 1 << min(max(N + 2, 5), 20); | |||||
static auto build_gradients = [&]() | |||||
{ | |||||
array<vec_t<float, N>> ret; | |||||
for (int k = 0; k < gradient_count; ++k) | |||||
{ | |||||
vec_t<float, N> v; | |||||
for (int i = 0; i < N; ++i) | |||||
v[i] = rand(-1.f, 1.f); | |||||
ret << normalize(v); | |||||
} | |||||
return ret; | |||||
}; | |||||
static array<vec_t<float, N>> const gradients = build_gradients(); | |||||
int idx = m_seed; | |||||
for (int i = 0; i < N; ++i) | |||||
idx ^= shuffle[(idx + origin[i]) & 255]; | |||||
idx &= (gradient_count - 1); | |||||
#if 0 | |||||
// DEBUG: only output a few gradients | |||||
if (idx > 2) | |||||
return vec_t<float, N>(0); | |||||
#endif | |||||
return gradients[idx]; | |||||
} | |||||
private: | |||||
/* A user-provided random seed. Defaults to zero. */ | |||||
int m_seed; | |||||
}; | |||||
} | |||||
@@ -12,7 +12,7 @@ | |||||
#pragma once | #pragma once | ||||
#include <functional> | |||||
#include <lol/math/noise/gradient.h> | |||||
namespace lol | namespace lol | ||||
{ | { | ||||
@@ -39,17 +39,22 @@ namespace lol | |||||
*/ | */ | ||||
template<int N> | template<int N> | ||||
class simplex_interpolator | |||||
class simplex_noise : public gradient_provider<N> | |||||
{ | { | ||||
public: | public: | ||||
simplex_interpolator(int seed = 0) | |||||
: m_seed(seed) | |||||
simplex_noise() | |||||
: gradient_provider<N>() | |||||
{ | { | ||||
#if 0 | #if 0 | ||||
debugprint(); | debugprint(); | ||||
#endif | #endif | ||||
} | } | ||||
simplex_noise(int seed) | |||||
: gradient_provider<N>(seed) | |||||
{ | |||||
} | |||||
/* Evaluate noise at a given point */ | /* Evaluate noise at a given point */ | ||||
inline float eval(vec_t<float, N> position) const | inline float eval(vec_t<float, N> position) const | ||||
{ | { | ||||
@@ -145,16 +150,15 @@ protected: | |||||
//d = (3.f - 2.f * d) * d * d; | //d = (3.f - 2.f * d) * d * d; | ||||
//d = ((6 * d - 15) * d + 10) * d * d * d; | //d = ((6 * d - 15) * d + 10) * d * d * d; | ||||
result += d * dot(get_gradient(origin), | |||||
result += d * dot(this->get_gradient(origin), | |||||
world_pos - world_corner); | world_pos - world_corner); | ||||
sum += d; | sum += d; | ||||
} | } | ||||
if (i < N) | if (i < N) | ||||
{ | { | ||||
vec_t<float, N> v(0.f); | |||||
v[traversal_order[i]] = 1.f; | |||||
world_corner += unskew(v); | |||||
auto axis = vec_t<float, N>::axis(traversal_order[i]); | |||||
world_corner += unskew(axis); | |||||
origin[traversal_order[i]] += 1; | origin[traversal_order[i]] += 1; | ||||
} | } | ||||
} | } | ||||
@@ -185,65 +189,6 @@ protected: | |||||
: /* 7+ */ 6.7958f; | : /* 7+ */ 6.7958f; | ||||
} | } | ||||
inline vec_t<float, N> get_gradient(vec_t<int, N> origin) const | |||||
{ | |||||
/* Quick shuffle table: | |||||
* strings /dev/urandom | grep . -nm256 | sort -k2 -t: | sed 's|:.*|,|' | |||||
* Then just replace “256” with “0”. */ | |||||
static int const shuffle[256] = | |||||
{ | |||||
111, 14, 180, 186, 221, 114, 219, 79, 66, 46, 152, 81, 246, 200, | |||||
141, 172, 85, 244, 112, 92, 34, 106, 218, 205, 236, 7, 121, 115, | |||||
109, 131, 10, 96, 188, 148, 17, 107, 94, 182, 235, 163, 143, 63, | |||||
248, 202, 52, 154, 37, 241, 53, 129, 25, 159, 242, 38, 171, 213, | |||||
6, 203, 255, 193, 42, 209, 28, 176, 210, 60, 54, 144, 3, 71, 89, | |||||
116, 12, 237, 67, 216, 252, 178, 174, 164, 98, 234, 32, 26, 175, | |||||
24, 130, 128, 113, 99, 212, 62, 11, 75, 185, 73, 93, 31, 30, 44, | |||||
122, 173, 139, 91, 136, 162, 194, 41, 56, 101, 68, 69, 211, 151, | |||||
97, 55, 83, 33, 50, 119, 156, 149, 208, 157, 253, 247, 161, 133, | |||||
230, 166, 225, 204, 224, 13, 110, 123, 142, 64, 65, 155, 215, 9, | |||||
197, 140, 58, 77, 214, 126, 195, 179, 220, 232, 125, 147, 8, 39, | |||||
187, 27, 217, 100, 134, 199, 88, 206, 231, 250, 74, 2, 135, 120, | |||||
21, 245, 118, 243, 82, 183, 238, 150, 158, 61, 4, 177, 146, 153, | |||||
117, 249, 254, 233, 90, 222, 207, 48, 15, 18, 20, 16, 47, 0, 51, | |||||
165, 138, 127, 169, 72, 1, 201, 145, 191, 192, 239, 49, 19, 160, | |||||
226, 228, 84, 181, 251, 36, 87, 22, 43, 70, 45, 105, 5, 189, 95, | |||||
40, 196, 59, 57, 190, 80, 104, 167, 78, 124, 103, 240, 184, 170, | |||||
137, 29, 23, 223, 108, 102, 86, 198, 227, 35, 229, 76, 168, 132, | |||||
}; | |||||
/* Generate 2^(N+2) random vectors, but at least 2^5 (32) and not | |||||
* more than 2^20 (~ 1 million). */ | |||||
int const gradient_count = 1 << min(max(N + 2, 5), 20); | |||||
static auto build_gradients = [&]() | |||||
{ | |||||
array<vec_t<float, N>> ret; | |||||
for (int k = 0; k < gradient_count; ++k) | |||||
{ | |||||
vec_t<float, N> v; | |||||
for (int i = 0; i < N; ++i) | |||||
v[i] = rand(-1.f, 1.f); | |||||
ret << normalize(v); | |||||
} | |||||
return ret; | |||||
}; | |||||
static array<vec_t<float, N>> const gradients = build_gradients(); | |||||
int idx = m_seed; | |||||
for (int i = 0; i < N; ++i) | |||||
idx ^= shuffle[(idx + origin[i]) & 255]; | |||||
idx &= (gradient_count - 1); | |||||
#if 0 | |||||
// DEBUG: only output a few gradients | |||||
if (idx > 2) | |||||
return vec_t<float, N>(0); | |||||
#endif | |||||
return gradients[idx]; | |||||
} | |||||
static inline vec_t<float, N> skew(vec_t<float, N> const &v) | static inline vec_t<float, N> skew(vec_t<float, N> const &v) | ||||
{ | { | ||||
/* Quoting Perlin in “Hardware Noise” (2-18): | /* Quoting Perlin in “Hardware Noise” (2-18): | ||||
@@ -365,7 +310,7 @@ private: | |||||
* full of zeroes except at position i. So we build a vector | * full of zeroes except at position i. So we build a vector | ||||
* full of zeroes except at position i, and multiply it by the | * full of zeroes except at position i, and multiply it by the | ||||
* matrix inverse. */ | * matrix inverse. */ | ||||
#if 0 | |||||
#if 1 | |||||
int i0 = (i == 0) ? 1 : 0; | int i0 = (i == 0) ? 1 : 0; | ||||
mat_t<float, N, N> m; | mat_t<float, N, N> m; | ||||
for (int j = 0; j < N; ++j) | for (int j = 0; j < N; ++j) | ||||
@@ -374,9 +319,8 @@ private: | |||||
for (int k = 0; k < N; ++k) | for (int k = 0; k < N; ++k) | ||||
m[k][j] = v[k]; | m[k][j] = v[k]; | ||||
} | } | ||||
vec_t<float, N> p(0.f); | |||||
p[i < i0 ? i : i - 1] = 1.f; | |||||
auto normal = normalize(inverse(m) * p); | |||||
auto axis = vec_t<float, N>::axis(i < i0 ? i : i - 1); | |||||
auto normal = normalize(inverse(m) * axis); | |||||
/* Find distance from current vertex to the opposite hyperplane. | /* Find distance from current vertex to the opposite hyperplane. | ||||
* Just use the projection theorem in N dimensions. */ | * Just use the projection theorem in N dimensions. */ | ||||
@@ -402,8 +346,7 @@ private: | |||||
array<vec_t<float, N>> deltas; | array<vec_t<float, N>> deltas; | ||||
for (int i = 0; i < N; ++i) | for (int i = 0; i < N; ++i) | ||||
{ | { | ||||
vec_t<float, N> v(0.f); | |||||
v[i] = 1.f; | |||||
auto v = vec_t<float, N>::axis(i); | |||||
deltas << v << -v; | deltas << v << -v; | ||||
} | } | ||||
for (int run = 0; run < 1000; ++run) | for (int run = 0; run < 1000; ++run) | ||||
@@ -449,9 +392,6 @@ private: | |||||
printf("\n"); | printf("\n"); | ||||
} | } | ||||
/* A user-provided random seed. Defaults to zero. */ | |||||
int m_seed; | |||||
}; | }; | ||||
} | } |
@@ -332,12 +332,13 @@ | |||||
<ClInclude Include="lol\math\half.h" /> | <ClInclude Include="lol\math\half.h" /> | ||||
<ClInclude Include="lol\math\interp.h" /> | <ClInclude Include="lol\math\interp.h" /> | ||||
<ClInclude Include="lol\math\matrix.h" /> | <ClInclude Include="lol\math\matrix.h" /> | ||||
<ClInclude Include="lol\math\noise\gradient.h" /> | |||||
<ClInclude Include="lol\math\noise\simplex.h" /> | |||||
<ClInclude Include="lol\math\ops.h" /> | <ClInclude Include="lol\math\ops.h" /> | ||||
<ClInclude Include="lol\math\polynomial.h" /> | <ClInclude Include="lol\math\polynomial.h" /> | ||||
<ClInclude Include="lol\math\rand.h" /> | <ClInclude Include="lol\math\rand.h" /> | ||||
<ClInclude Include="lol\math\real.h" /> | <ClInclude Include="lol\math\real.h" /> | ||||
<ClInclude Include="lol\math\remez.h" /> | <ClInclude Include="lol\math\remez.h" /> | ||||
<ClInclude Include="lol\math\simplex_interpolator.h" /> | |||||
<ClInclude Include="lol\math\transform.h" /> | <ClInclude Include="lol\math\transform.h" /> | ||||
<ClInclude Include="lol\math\vector.h" /> | <ClInclude Include="lol\math\vector.h" /> | ||||
<ClInclude Include="lol\public.h" /> | <ClInclude Include="lol\public.h" /> | ||||
@@ -40,6 +40,9 @@ | |||||
<Filter Include="lol\math"> | <Filter Include="lol\math"> | ||||
<UniqueIdentifier>{1e0b7a4c-425f-4d4f-945e-ba2ac9386ce0}</UniqueIdentifier> | <UniqueIdentifier>{1e0b7a4c-425f-4d4f-945e-ba2ac9386ce0}</UniqueIdentifier> | ||||
</Filter> | </Filter> | ||||
<Filter Include="lol\math\noise"> | |||||
<UniqueIdentifier>{97d023b5-9715-4f30-bacb-846d89025f5b}</UniqueIdentifier> | |||||
</Filter> | |||||
<Filter Include="math"> | <Filter Include="math"> | ||||
<UniqueIdentifier>{2caadbda-b9f1-446d-bbd2-55c959db342c}</UniqueIdentifier> | <UniqueIdentifier>{2caadbda-b9f1-446d-bbd2-55c959db342c}</UniqueIdentifier> | ||||
</Filter> | </Filter> | ||||
@@ -450,6 +453,12 @@ | |||||
<ClInclude Include="lol\math\matrix.h"> | <ClInclude Include="lol\math\matrix.h"> | ||||
<Filter>lol\math</Filter> | <Filter>lol\math</Filter> | ||||
</ClInclude> | </ClInclude> | ||||
<ClInclude Include="lol\math\noise\gradient.h"> | |||||
<Filter>lol\math\noise</Filter> | |||||
</ClInclude> | |||||
<ClInclude Include="lol\math\noise\simplex.h"> | |||||
<Filter>lol\math\noise</Filter> | |||||
</ClInclude> | |||||
<ClInclude Include="lol\math\ops.h"> | <ClInclude Include="lol\math\ops.h"> | ||||
<Filter>lol\math</Filter> | <Filter>lol\math</Filter> | ||||
</ClInclude> | </ClInclude> | ||||
@@ -465,9 +474,6 @@ | |||||
<ClInclude Include="lol\math\remez.h"> | <ClInclude Include="lol\math\remez.h"> | ||||
<Filter>lol\math</Filter> | <Filter>lol\math</Filter> | ||||
</ClInclude> | </ClInclude> | ||||
<ClInclude Include="lol\math\simplex_interpolator.h"> | |||||
<Filter>lol\math</Filter> | |||||
</ClInclude> | |||||
<ClInclude Include="lol\math\transform.h"> | <ClInclude Include="lol\math\transform.h"> | ||||
<Filter>lol\math</Filter> | <Filter>lol\math</Filter> | ||||
</ClInclude> | </ClInclude> | ||||
@@ -20,8 +20,7 @@ test_math_SOURCES = test-common.cpp \ | |||||
math/array2d.cpp math/array3d.cpp math/arraynd.cpp math/box.cpp \ | math/array2d.cpp math/array3d.cpp math/arraynd.cpp math/box.cpp \ | ||||
math/cmplx.cpp math/half.cpp math/interp.cpp math/matrix.cpp \ | math/cmplx.cpp math/half.cpp math/interp.cpp math/matrix.cpp \ | ||||
math/quat.cpp math/rand.cpp math/real.cpp math/rotation.cpp \ | math/quat.cpp math/rand.cpp math/real.cpp math/rotation.cpp \ | ||||
math/trig.cpp math/vector.cpp math/simplex_interpolator.cpp \ | |||||
math/polynomial.cpp | |||||
math/trig.cpp math/vector.cpp math/polynomial.cpp math/noise/simplex.cpp | |||||
test_math_CPPFLAGS = $(AM_CPPFLAGS) -I$(top_srcdir)/tools/lolunit | test_math_CPPFLAGS = $(AM_CPPFLAGS) -I$(top_srcdir)/tools/lolunit | ||||
test_math_DEPENDENCIES = @LOL_DEPS@ | test_math_DEPENDENCIES = @LOL_DEPS@ | ||||
@@ -12,14 +12,12 @@ | |||||
#include <lol/engine-internal.h> | #include <lol/engine-internal.h> | ||||
#include <lol/math/simplex_interpolator.h> | |||||
#include <lolunit.h> | #include <lolunit.h> | ||||
namespace lol | namespace lol | ||||
{ | { | ||||
lolunit_declare_fixture(SimplexevalolatorTest) | |||||
lolunit_declare_fixture(SimplexNoise) | |||||
{ | { | ||||
void SetUp() {} | void SetUp() {} | ||||
@@ -52,12 +52,12 @@ | |||||
<ClCompile Include="math\half.cpp" /> | <ClCompile Include="math\half.cpp" /> | ||||
<ClCompile Include="math\interp.cpp" /> | <ClCompile Include="math\interp.cpp" /> | ||||
<ClCompile Include="math\matrix.cpp" /> | <ClCompile Include="math\matrix.cpp" /> | ||||
<ClCompile Include="math\noise\simplex.cpp" /> | |||||
<ClCompile Include="math\polynomial.cpp" /> | <ClCompile Include="math\polynomial.cpp" /> | ||||
<ClCompile Include="math\quat.cpp" /> | <ClCompile Include="math\quat.cpp" /> | ||||
<ClCompile Include="math\rand.cpp" /> | <ClCompile Include="math\rand.cpp" /> | ||||
<ClCompile Include="math\real.cpp" /> | <ClCompile Include="math\real.cpp" /> | ||||
<ClCompile Include="math\rotation.cpp" /> | <ClCompile Include="math\rotation.cpp" /> | ||||
<ClCompile Include="math\simplex_interpolation.cpp" /> | |||||
<ClCompile Include="math\trig.cpp" /> | <ClCompile Include="math\trig.cpp" /> | ||||
<ClCompile Include="math\vector.cpp" /> | <ClCompile Include="math\vector.cpp" /> | ||||
</ItemGroup> | </ItemGroup> | ||||