updated pnoise, added path tracing of lights. I got some more to do though.

This commit is contained in:
Yggdrasil75
2026-01-28 09:45:14 -05:00
parent e5e0c5b838
commit 19462868ea
3 changed files with 228 additions and 135 deletions

View File

@@ -6,9 +6,7 @@
#include <algorithm>
#include <functional>
#include <random>
#include "../vectorlogic/vec2.hpp"
#include "../vectorlogic/vec3.hpp"
#include "../vectorlogic/vec4.hpp"
#include "../../eigen/Eigen/Core"
#include "../timing_decorator.hpp"
class PNoise2 {
@@ -16,6 +14,10 @@ private:
std::vector<int> permutation;
std::default_random_engine rng;
using Vector2f = Eigen::Vector2f;
using Vector3f = Eigen::Vector3f;
using Vector4f = Eigen::Vector4f;
/// @brief Linear interpolation between two values
/// @param t Interpolation factor [0,1]
/// @param a1 First value
@@ -38,34 +40,34 @@ private:
/// @param v Hash value (0-3)
/// @return One of four 2D gradient vectors
/// @note Changing vectors affects noise pattern orientation
Vec2f GetConstantVector(int v) {
Vector2f GetConstantVector(int v) {
int h = v & 3;
if (h == 0) return Vec2f(1,1);
else if (h == 1) return Vec2f(-1,1);
else if (h == 2) return Vec2f(-1,-1);
else return Vec2f(1,-1);
if (h == 0) return Vector2f(1,1);
else if (h == 1) return Vector2f(-1,1);
else if (h == 2) return Vector2f(-1,-1);
else return Vector2f(1,-1);
}
/// @brief Get constant gradient vector for 3D Perlin noise
/// @param v Hash value (0-7)
/// @return One of eight 3D gradient vectors
/// @param v Hash value (0-11)
/// @return One of twelve 3D gradient vectors
/// @note Vector selection affects 3D noise patterns
Vec3ui8 GetConstantVector3(int v) {
int h = v & 7;
Vector3f GetConstantVector3(int v) {
int h = v & 11;
switch(h) {
case 0: return Vec3ui8( 1, 1, 0);
case 1: return Vec3ui8(-1, 1, 0);
case 2: return Vec3ui8( 1,-1, 0);
case 3: return Vec3ui8(-1,-1, 0);
case 4: return Vec3ui8( 1, 0, 1);
case 5: return Vec3ui8(-1, 0, 1);
case 6: return Vec3ui8( 1, 0,-1);
case 7: return Vec3ui8(-1, 0,-1);
case 8: return Vec3ui8( 0, 1, 1);
case 9: return Vec3ui8( 0,-1, 1);
case 10: return Vec3ui8( 0, 1,-1);
case 11: return Vec3ui8( 0,-1,-1);
default: return Vec3ui8(0,0,0);
case 0: return Vector3f( 1, 1, 0);
case 1: return Vector3f(-1, 1, 0);
case 2: return Vector3f( 1,-1, 0);
case 3: return Vector3f(-1,-1, 0);
case 4: return Vector3f( 1, 0, 1);
case 5: return Vector3f(-1, 0, 1);
case 6: return Vector3f( 1, 0,-1);
case 7: return Vector3f(-1, 0,-1);
case 8: return Vector3f( 0, 1, 1);
case 9: return Vector3f( 0,-1, 1);
case 10: return Vector3f( 0, 1,-1);
case 11: return Vector3f( 0,-1,-1);
default: return Vector3f(0,0,0);
}
}
@@ -101,16 +103,14 @@ private:
/// @param point Input coordinate
/// @return Normalized noise value in [0,1] range
/// @note Useful for texture generation; changes affect output range
float normalizedNoise(const Vec2<float>& point) {
float normalizedNoise(const Vector2f& point) {
return (permute(point) + 1.0f) * 0.5f;
}
/// @brief Normalize 3D noise value from [-1,1] to [0,1]
/// @tparam T Coordinate type
/// @param point Input coordinate
/// @return Normalized noise value in [0,1] range
template<typename T>
float normalizedNoise(const Vec3<T>& point) {
float normalizedNoise(const Vector3f& point) {
return (permute(point) + 1.0f) * 0.5f;
}
@@ -133,7 +133,7 @@ private:
/// @return Blended noise value
/// @note Changes affect multi-layer noise combinations
float blendNoises(float noise1, float noise2, float blendFactor) {
return lerp(noise1, noise2, blendFactor);
return lerp(blendFactor, noise1, noise2);
}
/// @brief Add two noise values with clamping
@@ -188,26 +188,24 @@ public:
}
/// @brief Generate 2D Perlin noise at given point
/// @tparam T Coordinate type (float, double, etc.)
/// @param point 2D coordinate
/// @return Noise value in [-1,1] range
/// @note Core 2D noise function; changes affect all 2D noise outputs
template<typename T>
float permute(Vec2<T> point) {
float permute(const Vector2f& point) {
TIME_FUNCTION;
float x = static_cast<float>(point.x);
float y = static_cast<float>(point.y);
float x = point.x();
float y = point.y();
int X = (int)floor(x);
int xmod = X & 255;
int Y = (int)floor(point.y);
int Y = (int)floor(y);
int ymod = Y & 255;
float xf = point.x - X;
float yf = point.y - Y;
float xf = x - X;
float yf = y - Y;
Vec2f BL = Vec2f(xf-0, yf-0);
Vec2f BR = Vec2f(xf-1, yf-0);
Vec2f TL = Vec2f(xf-0, yf-1);
Vec2f TR = Vec2f(xf-1, yf-1);
Vector2f BL(xf-0, yf-0);
Vector2f BR(xf-1, yf-0);
Vector2f TL(xf-0, yf-1);
Vector2f TR(xf-1, yf-1);
int vBL = permutation[permutation[xmod+0]+ymod+0];
int vBR = permutation[permutation[xmod+1]+ymod+0];
@@ -225,34 +223,36 @@ public:
float x1 = lerp(u, grad(vBL, xf, yf), grad(vBR, xf - 1, yf));
float x2 = lerp(u, grad(vTL, xf, yf - 1), grad(vTR, xf - 1, yf - 1));
float retval = lerp(v, x1, x2);
//std::cout << "returning: " << retval << std::endl;
return retval;
}
/// @brief Generate 3D Perlin noise at given point
/// @tparam T Coordinate type (float, double, etc.)
/// @param point 3D coordinate
/// @return Noise value in [-1,1] range
/// @note Core 3D noise function; changes affect all 3D noise outputs
template<typename T>
float permute(Vec3<T> point) {
float permute(const Vector3f& point) {
TIME_FUNCTION;
int X = (int)floor(point.x) & 255;
int Y = (int)floor(point.y) & 255;
int Z = (int)floor(point.z) & 255;
float xf = point.x - X;
float yf = point.y - Y;
float zf = point.z - Z;
float x = point.x();
float y = point.y();
float z = point.z();
int X = (int)floor(x) & 255;
int Y = (int)floor(y) & 255;
int Z = (int)floor(z) & 255;
float xf = x - X;
float yf = y - Y;
float zf = z - Z;
Vec3ui8 FBL = Vec3ui8(xf-0, yf-0, zf-0);
Vec3ui8 FBR = Vec3ui8(xf-1, yf-0, zf-0);
Vec3ui8 FTL = Vec3ui8(xf-0, yf-1, zf-0);
Vec3ui8 FTR = Vec3ui8(xf-1, yf-1, zf-0);
// Distance vectors from corners
Vector3f FBL(xf-0, yf-0, zf-0);
Vector3f FBR(xf-1, yf-0, zf-0);
Vector3f FTL(xf-0, yf-1, zf-0);
Vector3f FTR(xf-1, yf-1, zf-0);
Vec3ui8 RBL = Vec3ui8(xf-0, yf-0, zf-1);
Vec3ui8 RBR = Vec3ui8(xf-1, yf-0, zf-1);
Vec3ui8 RTL = Vec3ui8(xf-0, yf-1, zf-1);
Vec3ui8 RTR = Vec3ui8(xf-1, yf-1, zf-1);
Vector3f RBL(xf-0, yf-0, zf-1);
Vector3f RBR(xf-1, yf-0, zf-1);
Vector3f RTL(xf-0, yf-1, zf-1);
Vector3f RTR(xf-1, yf-1, zf-1);
int vFBL = permutation[permutation[permutation[Z+0]+X+0]+Y+0];
int vFBR = permutation[permutation[permutation[Z+0]+X+1]+Y+0];
@@ -288,7 +288,6 @@ public:
float retval = lerp(w, y1, y2);
//std::cout << "returning: " << retval << std::endl;
return retval;
}
@@ -296,12 +295,12 @@ public:
/// @param point 2D coordinate
/// @return Noise value in [-1,1] range
/// @note Different character than Perlin; changes affect value-based textures
float valueNoise(const Vec2<float>& point) {
int xi = (int)std::floor(point.x);
int yi = (int)std::floor(point.y);
float valueNoise(const Vector2f& point) {
int xi = (int)std::floor(point.x());
int yi = (int)std::floor(point.y());
float tx = point.x - xi;
float ty = point.y - yi;
float tx = point.x() - xi;
float ty = point.y() - yi;
int rx0 = xi & 255;
int rx1 = (xi + 1) & 255;
@@ -327,14 +326,14 @@ public:
/// @brief Generate 3D value noise
/// @param point 3D coordinate
/// @return Noise value in [-1,1] range
float valueNoise(const Vec3<float>& point) {
int xi = (int)std::floor(point.x);
int yi = (int)std::floor(point.y);
int zi = (int)std::floor(point.z);
float valueNoise(const Vector3f& point) {
int xi = (int)std::floor(point.x());
int yi = (int)std::floor(point.y());
int zi = (int)std::floor(point.z());
float tx = point.x - xi;
float ty = point.y - yi;
float tz = point.z - zi;
float tx = point.x() - xi;
float ty = point.y() - yi;
float tz = point.z() - zi;
int rx0 = xi & 255;
int rx1 = (xi + 1) & 255;
@@ -371,46 +370,43 @@ public:
/// @brief Generate RGBA color from 3D noise with offset channels
/// @param point 3D coordinate
/// @return Vec4ui8 containing RGBA noise values
/// @return Vector4f containing RGBA noise values
/// @note Each channel uses different offset; changes affect color patterns
Vec4ui8 permuteColor(const Vec3<float>& point) {
Vector4f permuteColor(const Vector3f& point) {
TIME_FUNCTION;
float noiseR = permute(point);
float noiseG = permute(point + Vec3<float>(100.0f, 100.0f, 100.0f));
float noiseB = permute(point + Vec3<float>(200.0f, 200.0f, 200.0f));
float noiseA = permute(point + Vec3<float>(300.0f, 300.0f, 300.0f));
// float rNormalized = (noiseR + 1.0f) * 0.5f;
// float gNormalized = (noiseG + 1.0f) * 0.5f;
// float bNormalized = (noiseB + 1.0f) * 0.5f;
// float aNormalized = (noiseA + 1.0f) * 0.5f;
// rNormalized = std::clamp(rNormalized, 0.0f, 1.0f);
// gNormalized = std::clamp(gNormalized, 0.0f, 1.0f);
// bNormalized = std::clamp(bNormalized, 0.0f, 1.0f);
// aNormalized = std::clamp(aNormalized, 0.0f, 1.0f);
uint8_t r = static_cast<uint8_t>(noiseR * 255.0f);
uint8_t g = static_cast<uint8_t>(noiseG * 255.0f);
uint8_t b = static_cast<uint8_t>(noiseB * 255.0f);
uint8_t a = static_cast<uint8_t>(noiseA * 255.0f);
float noiseG = permute(Vector3f(point + Vector3f(100.0f, 100.0f, 100.0f)));
float noiseB = permute(Vector3f(point + Vector3f(200.0f, 200.0f, 200.0f)));
float noiseA = permute(Vector3f(point + Vector3f(300.0f, 300.0f, 300.0f)));
return Vec4ui8(r, g, b, a);
float rNormalized = (noiseR + 1.0f) * 0.5f;
float gNormalized = (noiseG + 1.0f) * 0.5f;
float bNormalized = (noiseB + 1.0f) * 0.5f;
float aNormalized = (noiseA + 1.0f) * 0.5f;
rNormalized = std::clamp(rNormalized, 0.0f, 1.0f);
gNormalized = std::clamp(gNormalized, 0.0f, 1.0f);
bNormalized = std::clamp(bNormalized, 0.0f, 1.0f);
aNormalized = std::clamp(aNormalized, 0.0f, 1.0f);
return Vector4f(rNormalized, gNormalized, bNormalized, aNormalized);
}
/// @brief Generate fractal (octave) noise for natural-looking patterns
/// @tparam T Coordinate type
/// @param point Input coordinate
/// @param octaves Number of noise layers
/// @param persistence Amplitude multiplier per octave
/// @param lacunarity Frequency multiplier per octave
/// @return Combined noise value
/// @note Parameters control noise character: octaves=detail, persistence=roughness, lacunarity=frequency change
template<typename T>
float fractalNoise(const Vec2<T>& point, int octaves, float persistence, float lacunarity) {
float fractalNoise(const Vector2f& point, int octaves, float persistence, float lacunarity) {
float total = 0.0f;
float frequency = 1.f;
float amplitude = 1.f;
float maxV = 0.f;
Vector2f scaledPoint = point * frequency;
for (int i = 0; i < octaves; i++) {
total += permute(point*frequency) * amplitude;
total += permute(scaledPoint) * amplitude;
maxV += amplitude;
amplitude *= persistence;
frequency *= lacunarity;
@@ -420,20 +416,19 @@ public:
}
/// @brief Generate 3D fractal (octave) noise
/// @tparam T Coordinate type
/// @param point Input coordinate
/// @param octaves Number of noise layers
/// @param persistence Amplitude multiplier per octave
/// @param lacunarity Frequency multiplier per octave
/// @return Combined noise value
template<typename T>
float fractalNoise(const Vec3<T>& point, int octaves, float persistence, float lacunarity) {
float fractalNoise(const Vector3f& point, int octaves, float persistence, float lacunarity) {
float total = 0.0f;
float frequency = 1.f;
float amplitude = 1.f;
float maxV = 0.f;
Vector3f scaledPoint = point * frequency;
for (int i = 0; i < octaves; i++) {
total += permute(point*frequency) * amplitude;
total += permute(scaledPoint) * amplitude;
maxV += amplitude;
amplitude *= persistence;
frequency *= lacunarity;
@@ -443,15 +438,13 @@ public:
}
/// @brief Generate turbulence noise (absolute value of octaves)
/// @tparam T Coordinate type
/// @param point Input coordinate
/// @param octaves Number of noise layers
/// @return Turbulence noise value
/// @note Creates swirling, turbulent patterns; changes affect visual complexity
template<typename T>
float turbulence(const Vec2<T>& point, int octaves) {
float turbulence(const Vector2f& point, int octaves) {
float value = 0.0f;
Vec2f tempPoint = point.toFloat();
Vector2f tempPoint = point;
for (int i = 0; i < octaves; i++) {
value += std::abs(permute(tempPoint)) / (1 << i);
tempPoint *= 2.f;
@@ -460,14 +453,13 @@ public:
}
/// @brief Generate 3D turbulence noise
/// @tparam T Coordinate type
/// @param point Input coordinate
/// @param octaves Number of noise layers
/// @return Turbulence noise value
template<typename T>
float turbulence(const Vec3<T>& point, int octaves) {
float turbulence(const Vector3f& point, int octaves) {
float value = 0.0f;
Vec3f tempPoint = point.toFloat();
Vector3f tempPoint = point;
for (int i = 0; i < octaves; i++) {
value += std::abs(permute(tempPoint)) / (1 << i);
tempPoint *= 2.f;
@@ -481,10 +473,10 @@ public:
/// @param offset Weighting offset for ridge formation
/// @return Ridged noise value
/// @note Creates sharp ridge-like patterns; offset controls ridge prominence
float ridgedNoise(const Vec2<float>& point, int octaves, float offset = 1.0f) {
float ridgedNoise(const Vector2f& point, int octaves, float offset = 1.0f) {
float result = 0.f;
float weight = 1.f;
Vec2<float> p = point;
Vector2f p = point;
for (int i = 0; i < octaves; i++) {
float signal = 1.f - std::abs(permute(p));
@@ -503,10 +495,10 @@ public:
/// @param octaves Number of noise layers
/// @param offset Weighting offset for ridge formation
/// @return Ridged noise value
float ridgedNoise(const Vec3<float>& point, int octaves, float offset = 1.0f) {
float ridgedNoise(const Vector3f& point, int octaves, float offset = 1.0f) {
float result = 0.f;
float weight = 1.f;
Vec3<float> p = point;
Vector3f p = point;
for (int i = 0; i < octaves; i++) {
float signal = 1.f - std::abs(permute(p));
@@ -525,13 +517,13 @@ public:
/// @param octaves Number of noise layers
/// @return Billow noise value
/// @note Creates soft, billowy patterns like clouds
float billowNoise(const Vec2<float>& point, int octaves) {
float billowNoise(const Vector2f& point, int octaves) {
float value = 0.0f;
float amplitude = 1.0f;
float frequency = 1.0f;
Vector2f scaledPoint = point * frequency;
for (int i = 0; i < octaves; i++) {
value += std::abs(permute(point * frequency)) * amplitude;
value += std::abs(permute(scaledPoint)) * amplitude;
amplitude *= 0.5f;
frequency *= 2.0f;
}
@@ -543,13 +535,13 @@ public:
/// @param point Input coordinate
/// @param octaves Number of noise layers
/// @return Billow noise value
float billowNoise(const Vec3<float>& point, int octaves) {
float billowNoise(const Vector3f& point, int octaves) {
float value = 0.0f;
float amplitude = 1.0f;
float frequency = 1.0f;
Vector3f scaledPoint = point * frequency;
for (int i = 0; i < octaves; i++) {
value += std::abs(permute(point * frequency)) * amplitude;
value += std::abs(permute(scaledPoint)) * amplitude;
amplitude *= 0.5f;
frequency *= 2.0f;
}