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