a lot of noise stuff

This commit is contained in:
Yggdrasil75
2026-01-30 13:22:25 -05:00
parent ce526bebc9
commit 662da70665
2 changed files with 506 additions and 38 deletions

View File

@@ -7,6 +7,7 @@
#include <mutex> #include <mutex>
#include <cmath> #include <cmath>
#include <random> #include <random>
#include <algorithm>
#include "../util/grid/grid3eigen.hpp" #include "../util/grid/grid3eigen.hpp"
#include "../util/output/bmpwriter.hpp" #include "../util/output/bmpwriter.hpp"
@@ -54,6 +55,43 @@ struct stardefaults {
bool enabled = true; bool enabled = true;
}; };
enum class NoiseType {
Perlin = 0,
Value = 1,
Fractal = 2,
Turbulence = 3,
Ridged = 4,
Billow = 5,
WhiteNoise = 6,
WorleyNoise = 7,
VoronoiNoise = 8,
CrystalNoise = 9,
DomainWarp = 10,
CurlNoise = 11
};
struct NoisePreviewState {
int width = 512;
int height = 512;
NoiseType currentType = NoiseType::Perlin;
NoiseType currentSubType = NoiseType::Perlin;
int seed = 1337;
float scale = 0.02f;
int octaves = 4;
float persistence = 0.5f;
float lacunarity = 2.0f;
float ridgeOffset = 1.0f;
float strength = 2.0f;
float substrength = 2.0f;
// Visualization
float offset[2] = {0.0f, 0.0f}; // Panning
GLuint textureId = 0;
std::vector<uint8_t> pixelBuffer;
bool needsUpdate = true;
};
std::mutex PreviewMutex; std::mutex PreviewMutex;
GLuint textu = 0; GLuint textu = 0;
bool textureInitialized = false; bool textureInitialized = false;
@@ -72,10 +110,135 @@ bool firstFrameMeasured = false;
// Stats update timer // Stats update timer
std::chrono::steady_clock::time_point lastStatsUpdate; std::chrono::steady_clock::time_point lastStatsUpdate;
const std::chrono::seconds STATS_UPDATE_INTERVAL(60); // Update stats once per minute const std::chrono::seconds STATS_UPDATE_INTERVAL(60);
std::string cachedStats; std::string cachedStats;
bool statsNeedUpdate = true; bool statsNeedUpdate = true;
// Helper to generate the 2D noise texture
void updateNoiseTexture(NoisePreviewState& state) {
glGenTextures(1, &state.textureId);
glBindTexture(GL_TEXTURE_2D, state.textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
state.pixelBuffer.resize(state.width * state.height * 3);
// Create a local noise generator with current seed
PNoise2 generator(state.seed);
#pragma omp parallel for
for (int y = 0; y < state.height; ++y) {
for (int x = 0; x < state.width; ++x) {
float nx = (x + state.offset[0]) * state.scale;
float ny = (y + state.offset[1]) * state.scale;
Eigen::Vector2f point(nx, ny);
float val = 0.0f;
// Call specific PNoise2 method
switch (state.currentType) {
case NoiseType::Perlin:
val = generator.permute(point); // [-1, 1]
break;
case NoiseType::Value:
val = generator.valueNoise(point); // [-1, 1]
break;
case NoiseType::Fractal:
val = generator.fractalNoise(point, state.octaves, state.persistence, state.lacunarity);
break;
case NoiseType::Turbulence:
val = generator.turbulence(point, state.octaves); // [0, unbounded usually]
val = (val * 2.0f) - 1.0f;
break;
case NoiseType::Ridged:
val = generator.ridgedNoise(point, state.octaves, state.ridgeOffset);
// Ridged output can be large, scale down slightly for preview
val = (val * 0.5f) - 1.0f;
break;
case NoiseType::Billow:
val = generator.billowNoise(point, state.octaves);
val = (val * 2.0f) - 1.0f;
break;
case NoiseType::WhiteNoise:
val = generator.whiteNoise(point);
break;
case NoiseType::WorleyNoise:
val = generator.worleyNoise(point);
break;
case NoiseType::VoronoiNoise:
val = generator.voronoiNoise(point);
break;
case NoiseType::CrystalNoise:
val = generator.crystalNoise(point);
break;
case NoiseType::DomainWarp:
val = generator.domainWarp(point, state.strength);
break;
case NoiseType::CurlNoise:
Eigen::Vector2f flow = generator.curlNoise(point);
flow = point + (flow * state.strength);
switch (state.currentSubType) {
case NoiseType::Perlin:
val = generator.permute(flow); // [-1, 1]
break;
case NoiseType::Value:
val = generator.valueNoise(flow); // [-1, 1]
break;
case NoiseType::Fractal:
val = generator.fractalNoise(flow, state.octaves, state.persistence, state.lacunarity);
break;
case NoiseType::Turbulence:
val = generator.turbulence(flow, state.octaves); // [0, unbounded usually]
val = (val * 2.0f) - 1.0f;
break;
case NoiseType::Ridged:
val = generator.ridgedNoise(flow, state.octaves, state.ridgeOffset);
// Ridged output can be large, scale down slightly for preview
val = (val * 0.5f) - 1.0f;
break;
case NoiseType::Billow:
val = generator.billowNoise(flow, state.octaves);
val = (val * 2.0f) - 1.0f;
break;
case NoiseType::WhiteNoise:
val = generator.whiteNoise(flow);
break;
case NoiseType::WorleyNoise:
val = generator.worleyNoise(flow);
break;
case NoiseType::VoronoiNoise:
val = generator.voronoiNoise(flow);
break;
case NoiseType::CrystalNoise:
val = generator.crystalNoise(flow);
break;
case NoiseType::DomainWarp:
val = generator.domainWarp(flow, state.substrength);
break;
}
break;
}
float norm = (val + 1.0f) * 0.5f;
norm = std::clamp(norm, 0.0f, 1.0f);
uint8_t color = static_cast<uint8_t>(norm * 255);
int idx = (y * state.width + x) * 3;
state.pixelBuffer[idx] = color;
state.pixelBuffer[idx+1] = color;
state.pixelBuffer[idx+2] = color;
}
}
glBindTexture(GL_TEXTURE_2D, state.textureId);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, state.width, state.height,
0, GL_RGB, GL_UNSIGNED_BYTE, state.pixelBuffer.data());
state.needsUpdate = false;
}
void createSphere(const defaults& config, const spheredefaults& sconfig, Octree<int>& grid) { void createSphere(const defaults& config, const spheredefaults& sconfig, Octree<int>& grid) {
if (!grid.empty()) grid.clear(); if (!grid.empty()) grid.clear();
@@ -181,7 +344,6 @@ void livePreview(Octree<int>& grid, defaults& config, const Camera& cam) {
std::lock_guard<std::mutex> lock(PreviewMutex); std::lock_guard<std::mutex> lock(PreviewMutex);
updatePreview = true; updatePreview = true;
// Measure render time
auto renderStart = std::chrono::high_resolution_clock::now(); auto renderStart = std::chrono::high_resolution_clock::now();
frame currentPreviewFrame = grid.fastRenderFrame(cam, config.outWidth, config.outHeight, frame::colormap::RGB); frame currentPreviewFrame = grid.fastRenderFrame(cam, config.outWidth, config.outHeight, frame::colormap::RGB);
@@ -189,7 +351,6 @@ void livePreview(Octree<int>& grid, defaults& config, const Camera& cam) {
auto renderEnd = std::chrono::high_resolution_clock::now(); auto renderEnd = std::chrono::high_resolution_clock::now();
renderFrameTime = std::chrono::duration<double>(renderEnd - renderStart).count(); renderFrameTime = std::chrono::duration<double>(renderEnd - renderStart).count();
// Update FPS calculations
if (!firstFrameMeasured) { if (!firstFrameMeasured) {
renderFrameTimes.resize(FRAME_HISTORY_SIZE, renderFrameTime); renderFrameTimes.resize(FRAME_HISTORY_SIZE, renderFrameTime);
firstFrameMeasured = true; firstFrameMeasured = true;
@@ -198,7 +359,6 @@ void livePreview(Octree<int>& grid, defaults& config, const Camera& cam) {
renderFrameTimes[frameHistoryIndex] = renderFrameTime; renderFrameTimes[frameHistoryIndex] = renderFrameTime;
frameHistoryIndex = (frameHistoryIndex + 1) % FRAME_HISTORY_SIZE; frameHistoryIndex = (frameHistoryIndex + 1) % FRAME_HISTORY_SIZE;
// Calculate average frame time and FPS
avgRenderFrameTime = 0.0; avgRenderFrameTime = 0.0;
int validFrames = 0; int validFrames = 0;
for (int i = 0; i < FRAME_HISTORY_SIZE; i++) { for (int i = 0; i < FRAME_HISTORY_SIZE; i++) {
@@ -217,7 +377,6 @@ void livePreview(Octree<int>& grid, defaults& config, const Camera& cam) {
updateStatsCache(grid); updateStatsCache(grid);
} }
// Update texture
if (textu == 0) { if (textu == 0) {
glGenTextures(1, &textu); glGenTextures(1, &textu);
} }
@@ -303,8 +462,6 @@ int main() {
#endif #endif
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
defaults config; defaults config;
@@ -317,6 +474,10 @@ int main() {
spheredefaults sphereConf; spheredefaults sphereConf;
stardefaults starConf; stardefaults starConf;
// Initialize Noise Preview State
NoisePreviewState noiseState;
updateNoiseTexture(noiseState); // Initial generation
sphereConf.centerX = ghalf; sphereConf.centerX = ghalf;
sphereConf.centerY = ghalf; sphereConf.centerY = ghalf;
sphereConf.centerZ = ghalf; sphereConf.centerZ = ghalf;
@@ -343,17 +504,15 @@ int main() {
float camspeed = 50; float camspeed = 50;
Camera cam(PointType(400, 400, 400), PointType(0,0,1), PointType(0,1,0), 80, camspeed); Camera cam(PointType(400, 400, 400), PointType(0,0,1), PointType(0,1,0), 80, camspeed);
// Keyboard state tracking
std::map<int, bool> keyStates; std::map<int, bool> keyStates;
bool mouseCaptured = false; bool mouseCaptured = false;
double lastMouseX = 0, lastMouseY = 0; double lastMouseX = 0, lastMouseY = 0;
float deltaTime = 0.016f; float deltaTime = 0.016f;
// Initialize render frame times vector
renderFrameTimes.resize(FRAME_HISTORY_SIZE, 0.0); renderFrameTimes.resize(FRAME_HISTORY_SIZE, 0.0);
lastStatsUpdate = std::chrono::steady_clock::now(); lastStatsUpdate = std::chrono::steady_clock::now();
statsNeedUpdate = true; statsNeedUpdate = true;
bool worldPreview = false;
if (grid.load("output/Treegrid.yggs")) { if (grid.load("output/Treegrid.yggs")) {
gridInitialized = true; gridInitialized = true;
@@ -423,7 +582,6 @@ int main() {
camvZ = cam.direction[2]; camvZ = cam.direction[2];
camspeed = cam.movementSpeed; camspeed = cam.movementSpeed;
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame(); ImGui::NewFrame();
@@ -438,16 +596,12 @@ int main() {
sphereConf.centerY = pos[1]; sphereConf.centerY = pos[1];
sphereConf.centerZ = pos[2]; sphereConf.centerZ = pos[2];
} }
ImGui::DragFloat("Radius", &sphereConf.radius, 0.5f, 1.0f, 250.0f); ImGui::DragFloat("Radius", &sphereConf.radius, 0.5f, 1.0f, 250.0f);
// Replaced traditional voxel sizing with Point Count logic
ImGui::DragInt("Point Count", &sphereConf.numPoints, 100, 100, 200000); ImGui::DragInt("Point Count", &sphereConf.numPoints, 100, 100, 200000);
ImGui::DragFloat("Density (Overlap)", &sphereConf.voxelSize, 0.05f, 0.1f, 5.0f); ImGui::DragFloat("Density (Overlap)", &sphereConf.voxelSize, 0.05f, 0.1f, 5.0f);
if (ImGui::IsItemHovered()) { if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Multiplies calculated point size. >1.0 ensures solid surface."); ImGui::SetTooltip("Multiplies calculated point size. >1.0 ensures solid surface.");
} }
ImGui::ColorEdit3("Color", sphereConf.color); ImGui::ColorEdit3("Color", sphereConf.color);
ImGui::Separator(); ImGui::Separator();
@@ -494,7 +648,9 @@ int main() {
} }
{ {
ImGui::Begin("Preview"); ImGui::Begin("Planet Preview");
if (ImGui::Checkbox("update Preview", &worldPreview)) if (gridInitialized) livePreview(grid, config, cam);
if (gridInitialized && textureInitialized) { if (gridInitialized && textureInitialized) {
ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight)); ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight));
} else if (gridInitialized) { } else if (gridInitialized) {
@@ -503,8 +659,6 @@ int main() {
ImGui::Text("No grid generated"); ImGui::Text("No grid generated");
} }
ImGui::Separator();
ImGui::Text("Render Performance:"); ImGui::Text("Render Performance:");
if (renderFPS > 0) { if (renderFPS > 0) {
// Color code based on FPS // Color code based on FPS
@@ -525,23 +679,16 @@ int main() {
// Show latest frame time // Show latest frame time
ImGui::Text("Latest: %.1f ms", renderFrameTime * 1000.0); ImGui::Text("Latest: %.1f ms", renderFrameTime * 1000.0);
} else {
ImGui::Text("No render data yet");
} }
ImGui::Separator();
ImGui::Text("Performance: %.1f FPS (%.1f ms)", renderFPS, avgRenderFrameTime * 1000.0);
if (gridInitialized) { if (gridInitialized) {
// Show time since last update
auto now = std::chrono::steady_clock::now(); auto now = std::chrono::steady_clock::now();
auto timeSinceUpdate = std::chrono::duration_cast<std::chrono::seconds>(now - lastStatsUpdate); if ((now - lastStatsUpdate) > STATS_UPDATE_INTERVAL) updateStatsCache(grid);
if (!(timeSinceUpdate < STATS_UPDATE_INTERVAL)) {
updateStatsCache(grid);
}
// Display cached stats
ImGui::TextUnformatted(cachedStats.c_str()); ImGui::TextUnformatted(cachedStats.c_str());
} }
ImGui::End(); ImGui::End();
} }
@@ -703,7 +850,100 @@ int main() {
ImGui::End(); ImGui::End();
} }
if (gridInitialized) livePreview(grid, config, cam); {
ImGui::Begin("2D Noise Lab");
bool changed = false;
const char* items[] = { "Perlin", "Value", "Fractal (Octave)", "Turbulence", "Ridged Multifractal", "Billow", "White", "Worley", "Voronoi", "Crystal", "Domain Warp", "Curl" };
int currentItem = static_cast<int>(noiseState.currentType);
if (ImGui::Combo("Method", &currentItem, items, IM_ARRAYSIZE(items))) {
noiseState.currentType = static_cast<NoiseType>(currentItem);
changed = true;
}
if (noiseState.currentType == NoiseType::CurlNoise) {
int currentsubitem = static_cast<int>(noiseState.currentSubType);
if (ImGui::Combo("Sub Method", &currentsubitem, items, IM_ARRAYSIZE(items))) {
noiseState.currentSubType = static_cast<NoiseType>(currentsubitem);
changed = true;
}
}
changed |= ImGui::InputInt("Seed", &noiseState.seed);
if (ImGui::Button("Randomize Seed")) {
noiseState.seed = rand();
changed = true;
}
ImGui::Separator();
ImGui::Text("Base Parameters");
changed |= ImGui::SliderFloat("Scale (Freq)", &noiseState.scale, 0.001f, 1.f, "%.4f");
changed |= ImGui::DragFloat2("Offset", noiseState.offset, 1.0f);
// Conditional parameters based on noise type
bool usesOctaves = (noiseState.currentType == NoiseType::Fractal ||
noiseState.currentType == NoiseType::Turbulence ||
noiseState.currentType == NoiseType::Ridged ||
noiseState.currentType == NoiseType::Billow);
if (usesOctaves) {
ImGui::Separator();
ImGui::Text("Fractal Parameters");
changed |= ImGui::SliderInt("Octaves", &noiseState.octaves, 1, 10);
if (noiseState.currentType == NoiseType::Fractal) {
changed |= ImGui::SliderFloat("Persistence", &noiseState.persistence, 0.0f, 1.0f);
changed |= ImGui::SliderFloat("Lacunarity", &noiseState.lacunarity, 1.0f, 4.0f);
}
}
if (noiseState.currentType == NoiseType::Ridged) {
ImGui::Separator();
changed |= ImGui::SliderFloat("Ridge Offset", &noiseState.ridgeOffset, 0.0f, 2.0f);
}
if (noiseState.currentType == NoiseType::DomainWarp || noiseState.currentType == NoiseType::CurlNoise) {
ImGui::Separator();
changed |= ImGui::SliderFloat("Strength", &noiseState.strength, 0.1f, 4.0f);
}
if (noiseState.currentType == NoiseType::CurlNoise) {
ImGui::Separator();
ImGui::Text("Sub Parameters");
bool usesSubOctaves = (noiseState.currentSubType == NoiseType::Fractal ||
noiseState.currentSubType == NoiseType::Turbulence ||
noiseState.currentSubType == NoiseType::Ridged ||
noiseState.currentSubType == NoiseType::Billow);
if (usesSubOctaves) {
ImGui::Separator();
ImGui::Text("Fractal Parameters");
changed |= ImGui::SliderInt("Octaves (sub)", &noiseState.octaves, 1, 10);
if (noiseState.currentSubType == NoiseType::Fractal) {
changed |= ImGui::SliderFloat("Persistence (sub)", &noiseState.persistence, 0.0f, 1.0f);
changed |= ImGui::SliderFloat("Lacunarity (sub)", &noiseState.lacunarity, 1.0f, 4.0f);
}
}
if (noiseState.currentSubType == NoiseType::Ridged) {
ImGui::Separator();
changed |= ImGui::SliderFloat("Ridge Offset (sub)", &noiseState.ridgeOffset, 0.0f, 2.0f);
}
if (noiseState.currentSubType == NoiseType::DomainWarp || noiseState.currentSubType == NoiseType::CurlNoise) {
ImGui::Separator();
changed |= ImGui::SliderFloat("Strength (sub)", &noiseState.substrength, 0.1f, 4.0f);
}
}
ImGui::Separator();
ImGui::Text("Preview (%dx%d)", noiseState.width, noiseState.height);
// Display the generated texture
ImGui::Image((void*)(intptr_t)noiseState.textureId, ImVec2((float)noiseState.width, (float)noiseState.height));
updateNoiseTexture(noiseState);
ImGui::End();
}
ImGui::Render(); ImGui::Render();
int display_w, display_h; int display_w, display_h;
@@ -729,6 +969,10 @@ int main() {
glDeleteTextures(1, &textu); glDeleteTextures(1, &textu);
textu = 0; textu = 0;
} }
if (noiseState.textureId != 0) {
glDeleteTextures(1, &noiseState.textureId);
noiseState.textureId = 0;
}
glfwTerminate(); glfwTerminate();
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED); FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);

View File

@@ -6,6 +6,7 @@
#include <algorithm> #include <algorithm>
#include <functional> #include <functional>
#include <random> #include <random>
#include <limits>
#include "../../eigen/Eigen/Core" #include "../../eigen/Eigen/Core"
#include "../timing_decorator.hpp" #include "../timing_decorator.hpp"
@@ -173,6 +174,30 @@ private:
return (permutation[(z + permutation[(y + permutation[x & 255]) & 255]) & 255] / 255.0f) * 2.0f - 1.0f; return (permutation[(z + permutation[(y + permutation[x & 255]) & 255]) & 255] / 255.0f) * 2.0f - 1.0f;
} }
/// @brief Pseudo-random vector for Worley noise (2D)
Vector2f hashVector(const Vector2f& gridPoint) {
int x = (int)gridPoint.x() & 255;
int y = (int)gridPoint.y() & 255;
// Generate pseudo-random float [0,1] for x and y offsets
float hx = permutation[(x + permutation[y]) & 255] / 255.0f;
float hy = permutation[(y + permutation[(x + 1) & 255]) & 255] / 255.0f;
return Vector2f(hx, hy);
}
/// @brief Pseudo-random vector for Worley noise (3D)
Vector3f hashVector(const Vector3f& gridPoint) {
int x = (int)gridPoint.x() & 255;
int y = (int)gridPoint.y() & 255;
int z = (int)gridPoint.z() & 255;
int h_xy = permutation[(x + permutation[y]) & 255];
float hx = permutation[(h_xy + z) & 255] / 255.0f;
float hy = permutation[(h_xy + permutation[(z + 1) & 255]) & 255] / 255.0f;
float hz = permutation[(permutation[(x+1)&255] + permutation[(y+1)&255] + z) & 255] / 255.0f;
return Vector3f(hx, hy, hz);
}
public: public:
/// @brief Default constructor with random seed /// @brief Default constructor with random seed
/// @note Uses random_device for seed; different runs produce different noise /// @note Uses random_device for seed; different runs produce different noise
@@ -192,7 +217,7 @@ public:
/// @return Noise value in [-1,1] range /// @return Noise value in [-1,1] range
/// @note Core 2D noise function; changes affect all 2D noise outputs /// @note Core 2D noise function; changes affect all 2D noise outputs
float permute(const Vector2f& point) { float permute(const Vector2f& point) {
TIME_FUNCTION; // TIME_FUNCTION;
float x = point.x(); float x = point.x();
float y = point.y(); float y = point.y();
int X = (int)floor(x); int X = (int)floor(x);
@@ -231,7 +256,7 @@ public:
/// @param point 3D coordinate /// @param point 3D coordinate
/// @return Noise value in [-1,1] range /// @return Noise value in [-1,1] range
float permute(const Vector3f& point) { float permute(const Vector3f& point) {
TIME_FUNCTION; // TIME_FUNCTION;
float x = point.x(); float x = point.x();
float y = point.y(); float y = point.y();
float z = point.z(); float z = point.z();
@@ -373,7 +398,7 @@ public:
/// @return Vector4f containing RGBA noise values /// @return Vector4f containing RGBA noise values
/// @note Each channel uses different offset; changes affect color patterns /// @note Each channel uses different offset; changes affect color patterns
Vector4f permuteColor(const Vector3f& point) { Vector4f permuteColor(const Vector3f& point) {
TIME_FUNCTION; // TIME_FUNCTION;
float noiseR = permute(point); float noiseR = permute(point);
float noiseG = permute(Vector3f(point + Vector3f(100.0f, 100.0f, 100.0f))); 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 noiseB = permute(Vector3f(point + Vector3f(200.0f, 200.0f, 200.0f)));
@@ -548,6 +573,205 @@ public:
return value; return value;
} }
/// @brief Pure White Noise
/// @param point Input coordinate
/// @return Random value [-1, 1] based solely on integer coordinate hashing
float whiteNoise(const Vector2f& point) {
return hash((int)floor(point.x()), (int)floor(point.y()));
}
/// @brief Pure White Noise 3D
float whiteNoise(const Vector3f& point) {
return hash((int)floor(point.x()), (int)floor(point.y()), (int)floor(point.z()));
}
/// @brief Worley (Cellular) Noise 2D
/// @param point Input coordinate
/// @return Distance to the nearest feature point [0, 1+]
/// @note Used for stone, water caustics, biological cells
float worleyNoise(const Vector2f& point) {
Vector2f p = Vector2f(floor(point.x()), floor(point.y()));
Vector2f f = Vector2f(point.x() - p.x(), point.y() - p.y());
float minDist = 1.0f;
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
Vector2f neighbor(x, y);
// Get random point inside the neighbor cell
Vector2f pointInCell = hashVector(Vector2f(p + neighbor));
// Vector from current pixel to that point
Vector2f diff = neighbor + pointInCell - f;
float dist = diff.norm();
if (dist < minDist) minDist = dist;
}
}
return minDist; // Usually clamped or inverted for visuals
}
/// @brief Worley Noise 3D
/// @param point Input coordinate
/// @return Distance to nearest feature point
float worleyNoise(const Vector3f& point) {
Vector3f p = Vector3f(floor(point.x()), floor(point.y()), floor(point.z()));
Vector3f f = Vector3f(point.x() - p.x(), point.y() - p.y(), point.z() - p.z());
float minDist = 1.0f;
for (int z = -1; z <= 1; z++) {
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
Vector3f neighbor(x, y, z);
Vector3f pointInCell = hashVector(Vector3f(p + neighbor));
Vector3f diff = neighbor + pointInCell - f;
float dist = diff.norm();
if (dist < minDist) minDist = dist;
}
}
}
return minDist;
}
/// @brief Voronoi Noise 2D (Cell ID)
/// @param point Input coordinate
/// @return Random hash value [-1, 1] unique to the closest cell
float voronoiNoise(const Vector2f& point) {
Vector2f p = Vector2f(floor(point.x()), floor(point.y()));
Vector2f f = Vector2f(point.x() - p.x(), point.y() - p.y());
float minDist = 100.0f;
Vector2f cellID = p;
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
Vector2f neighbor(x, y);
Vector2f pointInCell = hashVector(Vector2f(p + neighbor));
Vector2f diff = neighbor + pointInCell - f;
float dist = diff.squaredNorm(); // Faster than norm
if (dist < minDist) {
minDist = dist;
cellID = p + neighbor;
}
}
}
return hash((int)cellID.x(), (int)cellID.y());
}
/// @brief "Crystals" Noise (Variant of Worley)
/// @param point Input coordinate
/// @return F2 - F1 (Distance to 2nd closest - Distance to closest)
/// @note Creates cell-like borders, cracks, or crystal facets
float crystalNoise(const Vector2f& point) {
Vector2f p = Vector2f(floor(point.x()), floor(point.y()));
Vector2f f = Vector2f(point.x() - p.x(), point.y() - p.y());
float d1 = 10.0f; // Closest
float d2 = 10.0f; // 2nd Closest
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
Vector2f neighbor(x, y);
Vector2f pointInCell = hashVector(Vector2f(p + neighbor));
Vector2f diff = neighbor + pointInCell - f;
float dist = diff.norm();
if (dist < d1) {
d2 = d1;
d1 = dist;
} else if (dist < d2) {
d2 = dist;
}
}
}
return d2 - d1;
}
/// @brief Domain Warping
/// @param point Input coordinate
/// @param strength Magnitude of the warp
/// @return Warped Perlin noise value
/// @note Calculates noise(p + noise(p)) for marble/fluid effects
float domainWarp(const Vector2f& point, float strength = 1.0f) {
Vector2f q(
permute(point),
permute(Vector2f(point + Vector2f(5.2f, 1.3f)))
);
return permute(Vector2f(point + q * strength));
}
/// @brief 3D Domain Warping
float domainWarp(const Vector3f& point, float strength = 1.0f) {
Vector3f q(
permute(point),
permute(Vector3f(point + Vector3f(5.2f, 1.3f, 2.8f))),
permute(Vector3f(point + Vector3f(1.1f, 8.4f, 5.5f)))
);
return permute(Vector3f(point + q * strength));
}
/// @brief Curl Noise 2D
/// @param point Input coordinate
/// @return Divergence-free vector field (useful for particle simulation)
/// @note Calculated via finite difference curl of a potential field
Vector2f curlNoise(const Vector2f& point) {
float e = 0.01f; // Epsilon
float n1 = permute(Vector2f(point + Vector2f(0, e)));
float n2 = permute(Vector2f(point + Vector2f(0, -e)));
float n3 = permute(Vector2f(point + Vector2f(e, 0)));
float n4 = permute(Vector2f(point + Vector2f(-e, 0)));
float dx = (n3 - n4) / (2.0f * e);
float dy = (n1 - n2) / (2.0f * e);
// Curl of scalar field in 2D is (d/dy, -d/dx)
return Vector2f(dy, -dx).normalized();
}
/// @brief Curl Noise 3D
/// @param point Input coordinate
/// @return Divergence-free vector field
/// @note Uses 3 offsets of Perlin noise as Vector Potential
Vector3f curlNoise(const Vector3f& point) {
float e = 0.01f;
Vector3f dx(e, 0.0f, 0.0f);
Vector3f dy(0.0f, e, 0.0f);
Vector3f dz(0.0f, 0.0f, e);
// We need a vector potential (3 uncorrelated noise values)
// We reuse permuteColor's logic but keep it local to avoid overhead
auto potential = [&](const Vector3f& p) -> Vector3f {
return Vector3f(
permute(p),
permute(Vector3f(p + Vector3f(123.4f, 129.1f, 827.0f))),
permute(Vector3f(p + Vector3f(492.5f, 991.2f, 351.4f)))
);
};
Vector3f p_dx_p = potential(point + dx);
Vector3f p_dx_m = potential(point - dx);
Vector3f p_dy_p = potential(point + dy);
Vector3f p_dy_m = potential(point - dy);
Vector3f p_dz_p = potential(point + dz);
Vector3f p_dz_m = potential(point - dz);
// Finite difference
float dFz_dy = (p_dy_p.z() - p_dy_m.z()) / (2.0f * e);
float dFy_dz = (p_dz_p.y() - p_dz_m.y()) / (2.0f * e);
float dFx_dz = (p_dz_p.x() - p_dz_m.x()) / (2.0f * e);
float dFz_dx = (p_dx_p.z() - p_dx_m.z()) / (2.0f * e);
float dFy_dx = (p_dx_p.y() - p_dx_m.y()) / (2.0f * e);
float dFx_dy = (p_dy_p.x() - p_dy_m.x()) / (2.0f * e);
return Vector3f(
dFz_dy - dFy_dz,
dFx_dz - dFz_dx,
dFy_dx - dFx_dy
).normalized();
}
}; };
#endif #endif