a lot of noise stuff
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@@ -6,6 +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 <limits>
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#include "../../eigen/Eigen/Core"
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#include "../timing_decorator.hpp"
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@@ -173,6 +174,30 @@ private:
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return (permutation[(z + permutation[(y + permutation[x & 255]) & 255]) & 255] / 255.0f) * 2.0f - 1.0f;
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}
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/// @brief Pseudo-random vector for Worley noise (2D)
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Vector2f hashVector(const Vector2f& gridPoint) {
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int x = (int)gridPoint.x() & 255;
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int y = (int)gridPoint.y() & 255;
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// Generate pseudo-random float [0,1] for x and y offsets
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float hx = permutation[(x + permutation[y]) & 255] / 255.0f;
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float hy = permutation[(y + permutation[(x + 1) & 255]) & 255] / 255.0f;
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return Vector2f(hx, hy);
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}
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/// @brief Pseudo-random vector for Worley noise (3D)
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Vector3f hashVector(const Vector3f& gridPoint) {
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int x = (int)gridPoint.x() & 255;
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int y = (int)gridPoint.y() & 255;
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int z = (int)gridPoint.z() & 255;
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int h_xy = permutation[(x + permutation[y]) & 255];
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float hx = permutation[(h_xy + z) & 255] / 255.0f;
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float hy = permutation[(h_xy + permutation[(z + 1) & 255]) & 255] / 255.0f;
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float hz = permutation[(permutation[(x+1)&255] + permutation[(y+1)&255] + z) & 255] / 255.0f;
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return Vector3f(hx, hy, hz);
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}
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public:
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/// @brief Default constructor with random seed
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/// @note Uses random_device for seed; different runs produce different noise
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@@ -192,7 +217,7 @@ public:
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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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float permute(const Vector2f& point) {
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TIME_FUNCTION;
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// TIME_FUNCTION;
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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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@@ -231,7 +256,7 @@ public:
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/// @param point 3D coordinate
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/// @return Noise value in [-1,1] range
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float permute(const Vector3f& point) {
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TIME_FUNCTION;
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// TIME_FUNCTION;
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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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@@ -373,7 +398,7 @@ public:
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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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Vector4f permuteColor(const Vector3f& point) {
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TIME_FUNCTION;
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// TIME_FUNCTION;
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float noiseR = permute(point);
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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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@@ -548,6 +573,205 @@ public:
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return value;
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}
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/// @brief Pure White Noise
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/// @param point Input coordinate
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/// @return Random value [-1, 1] based solely on integer coordinate hashing
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float whiteNoise(const Vector2f& point) {
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return hash((int)floor(point.x()), (int)floor(point.y()));
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}
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/// @brief Pure White Noise 3D
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float whiteNoise(const Vector3f& point) {
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return hash((int)floor(point.x()), (int)floor(point.y()), (int)floor(point.z()));
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}
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/// @brief Worley (Cellular) Noise 2D
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/// @param point Input coordinate
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/// @return Distance to the nearest feature point [0, 1+]
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/// @note Used for stone, water caustics, biological cells
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float worleyNoise(const Vector2f& point) {
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Vector2f p = Vector2f(floor(point.x()), floor(point.y()));
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Vector2f f = Vector2f(point.x() - p.x(), point.y() - p.y());
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float minDist = 1.0f;
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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Vector2f neighbor(x, y);
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// Get random point inside the neighbor cell
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Vector2f pointInCell = hashVector(Vector2f(p + neighbor));
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// Vector from current pixel to that point
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Vector2f diff = neighbor + pointInCell - f;
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float dist = diff.norm();
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if (dist < minDist) minDist = dist;
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}
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}
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return minDist; // Usually clamped or inverted for visuals
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}
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/// @brief Worley Noise 3D
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/// @param point Input coordinate
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/// @return Distance to nearest feature point
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float worleyNoise(const Vector3f& point) {
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Vector3f p = Vector3f(floor(point.x()), floor(point.y()), floor(point.z()));
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Vector3f f = Vector3f(point.x() - p.x(), point.y() - p.y(), point.z() - p.z());
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float minDist = 1.0f;
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for (int z = -1; z <= 1; z++) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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Vector3f neighbor(x, y, z);
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Vector3f pointInCell = hashVector(Vector3f(p + neighbor));
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Vector3f diff = neighbor + pointInCell - f;
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float dist = diff.norm();
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if (dist < minDist) minDist = dist;
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}
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}
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}
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return minDist;
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}
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/// @brief Voronoi Noise 2D (Cell ID)
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/// @param point Input coordinate
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/// @return Random hash value [-1, 1] unique to the closest cell
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float voronoiNoise(const Vector2f& point) {
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Vector2f p = Vector2f(floor(point.x()), floor(point.y()));
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Vector2f f = Vector2f(point.x() - p.x(), point.y() - p.y());
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float minDist = 100.0f;
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Vector2f cellID = p;
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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Vector2f neighbor(x, y);
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Vector2f pointInCell = hashVector(Vector2f(p + neighbor));
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Vector2f diff = neighbor + pointInCell - f;
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float dist = diff.squaredNorm(); // Faster than norm
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if (dist < minDist) {
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minDist = dist;
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cellID = p + neighbor;
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}
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}
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}
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return hash((int)cellID.x(), (int)cellID.y());
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}
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/// @brief "Crystals" Noise (Variant of Worley)
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/// @param point Input coordinate
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/// @return F2 - F1 (Distance to 2nd closest - Distance to closest)
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/// @note Creates cell-like borders, cracks, or crystal facets
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float crystalNoise(const Vector2f& point) {
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Vector2f p = Vector2f(floor(point.x()), floor(point.y()));
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Vector2f f = Vector2f(point.x() - p.x(), point.y() - p.y());
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float d1 = 10.0f; // Closest
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float d2 = 10.0f; // 2nd Closest
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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Vector2f neighbor(x, y);
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Vector2f pointInCell = hashVector(Vector2f(p + neighbor));
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Vector2f diff = neighbor + pointInCell - f;
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float dist = diff.norm();
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if (dist < d1) {
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d2 = d1;
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d1 = dist;
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} else if (dist < d2) {
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d2 = dist;
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}
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}
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}
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return d2 - d1;
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}
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/// @brief Domain Warping
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/// @param point Input coordinate
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/// @param strength Magnitude of the warp
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/// @return Warped Perlin noise value
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/// @note Calculates noise(p + noise(p)) for marble/fluid effects
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float domainWarp(const Vector2f& point, float strength = 1.0f) {
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Vector2f q(
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permute(point),
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permute(Vector2f(point + Vector2f(5.2f, 1.3f)))
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);
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return permute(Vector2f(point + q * strength));
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}
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/// @brief 3D Domain Warping
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float domainWarp(const Vector3f& point, float strength = 1.0f) {
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Vector3f q(
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permute(point),
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permute(Vector3f(point + Vector3f(5.2f, 1.3f, 2.8f))),
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permute(Vector3f(point + Vector3f(1.1f, 8.4f, 5.5f)))
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);
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return permute(Vector3f(point + q * strength));
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}
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/// @brief Curl Noise 2D
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/// @param point Input coordinate
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/// @return Divergence-free vector field (useful for particle simulation)
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/// @note Calculated via finite difference curl of a potential field
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Vector2f curlNoise(const Vector2f& point) {
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float e = 0.01f; // Epsilon
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float n1 = permute(Vector2f(point + Vector2f(0, e)));
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float n2 = permute(Vector2f(point + Vector2f(0, -e)));
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float n3 = permute(Vector2f(point + Vector2f(e, 0)));
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float n4 = permute(Vector2f(point + Vector2f(-e, 0)));
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float dx = (n3 - n4) / (2.0f * e);
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float dy = (n1 - n2) / (2.0f * e);
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// Curl of scalar field in 2D is (d/dy, -d/dx)
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return Vector2f(dy, -dx).normalized();
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}
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/// @brief Curl Noise 3D
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/// @param point Input coordinate
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/// @return Divergence-free vector field
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/// @note Uses 3 offsets of Perlin noise as Vector Potential
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Vector3f curlNoise(const Vector3f& point) {
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float e = 0.01f;
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Vector3f dx(e, 0.0f, 0.0f);
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Vector3f dy(0.0f, e, 0.0f);
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Vector3f dz(0.0f, 0.0f, e);
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// We need a vector potential (3 uncorrelated noise values)
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// We reuse permuteColor's logic but keep it local to avoid overhead
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auto potential = [&](const Vector3f& p) -> Vector3f {
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return Vector3f(
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permute(p),
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permute(Vector3f(p + Vector3f(123.4f, 129.1f, 827.0f))),
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permute(Vector3f(p + Vector3f(492.5f, 991.2f, 351.4f)))
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);
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};
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Vector3f p_dx_p = potential(point + dx);
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Vector3f p_dx_m = potential(point - dx);
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Vector3f p_dy_p = potential(point + dy);
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Vector3f p_dy_m = potential(point - dy);
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Vector3f p_dz_p = potential(point + dz);
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Vector3f p_dz_m = potential(point - dz);
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// Finite difference
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float dFz_dy = (p_dy_p.z() - p_dy_m.z()) / (2.0f * e);
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float dFy_dz = (p_dz_p.y() - p_dz_m.y()) / (2.0f * e);
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float dFx_dz = (p_dz_p.x() - p_dz_m.x()) / (2.0f * e);
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float dFz_dx = (p_dx_p.z() - p_dx_m.z()) / (2.0f * e);
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float dFy_dx = (p_dx_p.y() - p_dx_m.y()) / (2.0f * e);
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float dFx_dy = (p_dy_p.x() - p_dy_m.x()) / (2.0f * e);
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return Vector3f(
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dFz_dy - dFy_dz,
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dFx_dz - dFz_dx,
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dFy_dx - dFx_dy
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).normalized();
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}
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};
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#endif
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