#include "perlin.h" #include "../vec.h" static uint32_t seed = 0; static const uint8_t hash[] = { 208,34,231,213,32,248,233,56,161,78,24,140,71,48,140,254,245,255,247,247,40, 185,248,251,245,28,124,204,204,76,36,1,107,28,234,163,202,224,245,128,167,204, 9,92,217,54,239,174,173,102,193,189,190,121,100,108,167,44,43,77,180,204,8,81, 70,223,11,38,24,254,210,210,177,32,81,195,243,125,8,169,112,32,97,53,195,13, 203,9,47,104,125,117,114,124,165,203,181,235,193,206,70,180,174,0,167,181,41, 164,30,116,127,198,245,146,87,224,149,206,57,4,192,210,65,210,129,240,178,105, 228,108,245,148,140,40,35,195,38,58,65,207,215,253,65,85,208,76,62,3,237,55,89, 232,50,217,64,244,157,199,121,252,90,17,212,203,149,152,140,187,234,177,73,174, 193,100,192,143,97,53,145,135,19,103,13,90,135,151,199,91,239,247,33,39,145, 101,120,99,3,186,86,99,41,237,203,111,79,220,135,158,42,30,154,120,67,87,167, 135,176,183,191,253,115,184,21,233,58,129,233,142,39,128,211,118,137,139,255, 114,20,218,113,154,27,127,246,250,1,8,198,250,209,92,222,173,21,88,102,219 }; void set_perlin_2d_seed(uint32_t s) { seed = s; } static int32_t noise2(int x, int y) { int tmp = hash[(y + seed) % 256]; return hash[(tmp + x) % 256]; } static float lin_inter(float x, float y, float s) { return x + s * (y-x); } static float smooth_inter(float x, float y, float s) { return lin_inter(x, y, s * s * (3-2*s)); } static float noise2d(float x, float y) { int32_t x_int = (int32_t)x; int32_t y_int = (int32_t)y; float x_frac = x - (float)x_int; float y_frac = y - (float)y_int; int32_t s = noise2(x_int, y_int); int32_t t = noise2(x_int + 1, y_int); int32_t u = noise2(x_int, y_int + 1); int v = noise2(x_int + 1, y_int + 1); float low = smooth_inter((float)s, (float)t, x_frac); float high = smooth_inter((float)u, (float)v, x_frac); return smooth_inter(low, high, y_frac); } /* https://gist.github.com/nowl/828013 */ float sample_perlin_2d(t_fvec2 position, float frequency, uint8_t octaves) { t_fvec2 a = m_vec_scale(position, frequency); float amp = 1.0; float fin = 0; float div = 0.0; for(uint8_t i = 0; i < octaves; i++) { div += 256 * amp; fin += noise2d(a.x, a.y) * amp; amp /= 2; a = m_vec_scale(a, 2); } return fin/div; }