pnoise2 is a misnomer, it supports 2d and 3d.
This commit is contained in:
5
.vscode/settings.json
vendored
5
.vscode/settings.json
vendored
@@ -93,7 +93,10 @@
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"stack": "cpp",
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"future": "cpp",
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"coroutine": "cpp",
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"resumable": "cpp"
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"resumable": "cpp",
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"set": "cpp",
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"shared_mutex": "cpp",
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"cfenv": "cpp"
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},
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"files.exclude": {
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"**/*.rpyc": true,
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@@ -49,6 +49,7 @@ struct AnimationConfig {
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int totalFrames = 480;
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float fps = 30.0f;
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int numSeeds = 8;
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int noisemod = 42;
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};
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Grid2 setup(AnimationConfig config) {
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@@ -232,7 +233,7 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
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if (gradnoise == 0) {
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grid = setup(config);
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} else if (gradnoise == 1) {
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grid = grid.noiseGenGrid(0,0,config.height, config.width);
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grid = grid.noiseGenGrid(0,0,config.height, config.width, 0.01, 1.0, true, config.noisemod);
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}
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grid.setDefault(Vec4(0,0,0,0));
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{
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@@ -241,7 +242,9 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
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state.hasNewFrame = true;
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state.currentFrame = 0;
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}
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std::cout << "generated grid" << std::endl;
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Preview(grid);
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std::cout << "generated preview" << std::endl;
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std::vector<std::tuple<size_t, Vec2, Vec4>> seeds = pickSeeds(grid, config);
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std::vector<frame> frames;
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@@ -262,7 +265,7 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
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// Print compression info for this frame
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if (i % 10 == 0 ) {
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frame bgrframe;
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//std::cout << "Processing frame " << i + 1 << "/" << config.totalFrames << std::endl;
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std::cout << "Processing frame " << i + 1 << "/" << config.totalFrames << std::endl;
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bgrframe = grid.getGridAsFrame(frame::colormap::BGR);
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frames.push_back(bgrframe);
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//bgrframe.decompress();
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@@ -375,6 +378,7 @@ int main() {
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static int i2 = 1024;
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static int i3 = 480;
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static int i4 = 8;
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static int noisemod = 42;
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static float fs = 1.0;
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std::future<void> mainlogicthread;
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@@ -397,9 +401,10 @@ int main() {
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ImGui::SliderFloat("fps", &f, 20.0f, 60.0f);
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ImGui::SliderInt("width", &i1, 256, 4096);
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ImGui::SliderInt("height", &i2, 256, 4096);
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ImGui::SliderInt("framecount", &i3, 10, 5000);
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ImGui::SliderInt("numSeeds", &i4, 0, 10);
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ImGui::SliderFloat("ScalePreview", &fs, 0.0, 2.0);
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ImGui::SliderInt("frame count", &i3, 10, 5000);
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ImGui::SliderInt("number of Seeds", &i4, 0, 10);
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ImGui::SliderInt("Noise Mod", &noisemod, 0, 1000);
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ImGui::SliderFloat("Scale Preview", &fs, 0.0, 2.0);
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ImGui::RadioButton("Gradient", &gradnoise, 0);
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ImGui::RadioButton("Perlin Noise", &gradnoise, 1);
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@@ -408,7 +413,7 @@ int main() {
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}
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if (ImGui::Button("Generate Animation")) {
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config = AnimationConfig(i1, i2, i3, f, i4);
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config = AnimationConfig(i1, i2, i3, f, i4, noisemod);
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mainlogicthread = std::async(std::launch::async, mainLogic, config, std::ref(state), gradnoise);
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}
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@@ -3,6 +3,7 @@
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#include <unordered_map>
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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 "../timing_decorator.hpp"
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#include "../output/frame.hpp"
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@@ -10,6 +11,8 @@
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#include <vector>
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#include <unordered_set>
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const float EPSILON = 0.0000000000000000000000001;
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class reverselookupassistantclasscausecppisdumb {
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private:
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std::unordered_map<size_t, Vec2> Positions;
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@@ -223,8 +226,9 @@ public:
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return it;
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}
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Grid2 noiseGenGrid(size_t minx,size_t miny, size_t maxx, size_t maxy
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, float minChance = 0.1f, float maxChance = 1.0f, bool color = true) {
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Grid2 noiseGenGrid(size_t minx,size_t miny, size_t maxx, size_t maxy, float minChance = 0.1f
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, float maxChance = 1.0f, bool color = true, int noisemod = 42) {
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TIME_FUNCTION;
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std::cout << "generating a noise grid with the following: (" << minx << ", " << miny
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<< ") by (" << maxx << ", " << maxy << ") " << "chance: " << minChance
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<< " max: " << maxChance << " gen colors: " << color << std::endl;
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@@ -233,21 +237,24 @@ public:
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std::vector<float> sizes;
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for (int x = minx; x < maxx; x++) {
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for (int y = miny; y < maxy; y++) {
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Vec2 pos = Vec2(x,y);
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float alpha = noisegen.permute(Vec2(x,y));
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float nx = (x+noisemod)/(maxx+EPSILON)/0.1;
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float ny = (y+noisemod)/(maxy+EPSILON)/0.1;
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Vec2 pos = Vec2(nx,ny);
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float alpha = noisegen.permute(pos);
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if (alpha > minChance && alpha < maxChance) {
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std::cout << "generating at: " << pos.x << ", " << pos.y << ")" << std::endl;
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if (color) {
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float red = noisegen.permute(pos);
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float green = noisegen.permute(pos);
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float blue = noisegen.permute(pos);
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Vec4 newc = Vec4(red,green,blue,alpha);
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// float red = noisegen.noise(x,y,1000);
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// float green = noisegen.noise(x,y,2000);
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// float blue = noisegen.noise(x,y,3000);
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float red = noisegen.permute(Vec2(nx*0.3,ny*0.3));
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float green = noisegen.permute(Vec2(nx*0.6,ny*.06));
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float blue = noisegen.permute(Vec2(nx*0.9,ny*0.9));
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Vec4 newc = Vec4(red,green,blue,1.0);
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colors.push_back(newc);
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poses.push_back(pos);
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poses.push_back(Vec2(x,y));
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sizes.push_back(1.0f);
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}
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else {
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Vec4 newc = Vec4(alpha,alpha,alpha,alpha);
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} else {
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Vec4 newc = Vec4(alpha,alpha,alpha,1.0);
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colors.push_back(newc);
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poses.push_back(pos);
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sizes.push_back(1.0f);
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@@ -255,6 +262,7 @@ public:
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}
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}
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}
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std::cout << "noise generated" << std::endl;
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bulkAddObjects(poses,colors,sizes);
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return *this;
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}
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@@ -558,19 +566,22 @@ public:
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}
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// Batch insertion
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//#pragma omp parallel for
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std::vector<size_t> newids;
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for (size_t i = 0; i < poses.size(); ++i) {
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size_t id = Positions.set(poses[i]);
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Colors[id] = colors[i];
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Sizes[id] = sizes[i];
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spatialGrid.insert(id,poses[i]);
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newids.push_back(id);
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}
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shrinkIfNeeded();
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std::cout << "shrunk. " << std::endl;
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updateNeighborMap();
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std::cout << "neighbormap updated. " << std::endl;
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usable = true;
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return getAllIDs();
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return newids;
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}
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//get all ids
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@@ -955,7 +966,7 @@ public:
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neighborMap.clear();
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// For each object, find nearby neighbors
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//#pragma omp parallel for
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#pragma omp parallel for
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for (const auto& [id1, pos1] : Positions) {
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std::vector<size_t> neighbors;
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float radiusSq = neighborRadius * neighborRadius;
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@@ -7,18 +7,53 @@
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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 "../timing_decorator.hpp"
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class PNoise2 {
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private:
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std::vector<float> permutation;
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std::vector<int> permutation;
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std::default_random_engine rng;
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float TR,TL,BR,BL;
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float lerp(float t, float a1, float a2) {
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return a1 + t * (a2 - a1);
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}
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static double fade(double t) {
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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Vec2 GetConstantVector(int v) {
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int h = v & 3;
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if (h == 0) return Vec2(1,1);
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else if (h == 1) return Vec2(-1,1);
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else if (h == 2) return Vec2(-1,-1);
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else return Vec2(1,-1);
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}
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Vec3 GetConstantVector3(int v) {
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int h = v & 7;
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if (h == 0) return Vec3(1,1,1);
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else if (h == 1) return Vec3(-1,1, 1);
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else if (h == 2) return Vec3(-1,-1, 1);
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else if (h == 3) return Vec3(-1,-1, 1);
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else if (h == 4) return Vec3(-1,-1,-1);
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else if (h == 5) return Vec3(-1,-1, -1);
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else if (h == 6) return Vec3(-1,-1, -1);
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else return Vec3(1,-1, -1);
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}
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static double grad(int hash, double x, double y, double z = 0.0) {
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int h = hash & 15;
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double u = h < 8 ? x : y;
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double v = h < 4 ? y : (h == 12 || h == 14 ? x : z);
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return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
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}
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public:
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PNoise2() : rng(std::random_device{}()){
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//permutation.reserve(256);
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std::vector<float> permutationt;
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for (int i = 0; i < 255; i++){
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//permutation[i] = i;
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PNoise2() : rng(std::random_device{}()) {
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std::vector<int> permutationt;
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permutationt.reserve(256);
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for (int i = 0; i < 256; i++){
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permutationt.push_back(i);
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}
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std::ranges::shuffle(permutationt, rng);
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@@ -27,6 +62,7 @@ public:
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}
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float permute(Vec2 point) {
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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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@@ -36,42 +72,86 @@ public:
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float xf = point.x - X;
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float yf = point.y - Y;
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Vec2 TR = Vec2(xf-1, yf-1);
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Vec2 TL = Vec2(xf-0, yf-1);
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Vec2 BR = Vec2(xf-1, yf-0);
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Vec2 BL = Vec2(xf-0, yf-0);
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Vec2 BR = Vec2(xf-1, yf-0);
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Vec2 TL = Vec2(xf-0, yf-1);
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Vec2 TR = Vec2(xf-1, yf-1);
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int vTR = permutation[permutation[xmod+1]+ymod+1];
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int vTL = permutation[permutation[xmod+0]+ymod+1];
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int vBR = permutation[permutation[xmod+1]+ymod+0];
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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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int vTL = permutation[permutation[xmod+0]+ymod+1];
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int vTR = permutation[permutation[xmod+1]+ymod+1];
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float dTR = TR.dot(GetConstantVector(vTR));
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float dTL = TL.dot(GetConstantVector(vTL));
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float dBR = BR.dot(GetConstantVector(vBR));
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float dBL = BL.dot(GetConstantVector(vBL));
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float dBR = BR.dot(GetConstantVector(vBR));
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float dTL = TL.dot(GetConstantVector(vTL));
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float dTR = TR.dot(GetConstantVector(vTR));
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float u = Fade(xf);
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float v = Fade(yf);
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float u = fade(xf);
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float v = fade(yf);
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return lerp(u,lerp(v,dBL,dTL),lerp(v,dBR,dTR));
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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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float permute(Vec3 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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Vec3 FBL = Vec3(xf-0, yf-0, zf-0);
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Vec3 FBR = Vec3(xf-1, yf-0, zf-0);
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Vec3 FTL = Vec3(xf-0, yf-1, zf-0);
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Vec3 FTR = Vec3(xf-1, yf-1, zf-0);
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Vec3 RBL = Vec3(xf-0, yf-0, zf-1);
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Vec3 RBR = Vec3(xf-1, yf-0, zf-1);
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Vec3 RTL = Vec3(xf-0, yf-1, zf-1);
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Vec3 RTR = Vec3(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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int vFTL = permutation[permutation[permutation[Z+0]+X+0]+Y+1];
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int vFTR = permutation[permutation[permutation[Z+0]+X+1]+Y+1];
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int vRBL = permutation[permutation[permutation[Z+1]+X+0]+Y+0];
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int vRBR = permutation[permutation[permutation[Z+1]+X+1]+Y+0];
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int vRTL = permutation[permutation[permutation[Z+1]+X+0]+Y+1];
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int vRTR = permutation[permutation[permutation[Z+1]+X+1]+Y+1];
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float dFBL = FBL.dot(GetConstantVector3(vFBL));
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float dFBR = FBR.dot(GetConstantVector3(vFBR));
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float dFTL = FTL.dot(GetConstantVector3(vFTL));
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float dFTR = FTR.dot(GetConstantVector3(vFTR));
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float dRBL = RBL.dot(GetConstantVector3(vRBL));
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float dRBR = RBR.dot(GetConstantVector3(vRBR));
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float dRTL = RTL.dot(GetConstantVector3(vRTL));
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float dRTR = RTR.dot(GetConstantVector3(vRTR));
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}
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float u = fade(xf);
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float v = fade(yf);
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float w = fade(zf);
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float lerp(float t, float a1, float a2) {
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return a1 + t * (a2 - a1);
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}
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float x1 = lerp(u, grad(vFBL, xf, yf + 0, zf + 0), grad(vFBR, xf - 1, yf + 0, zf + 0));
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float x2 = lerp(u, grad(vFTL, xf, yf - 1, zf + 0), grad(vFTR, xf - 1, yf - 1, zf + 0));
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float y1 = lerp(v, x1, x2);
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float Fade(float t) {
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return (((6 * t - 15)* t + 10) * t * t * t);
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}
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float x3 = lerp(u, grad(vRBL, xf, yf - 1, zf + 1), grad(vRBR, xf - 1, yf - 1, zf + 1));
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float x4 = lerp(u, grad(vRTL, xf, yf - 1, zf + 1), grad(vRTR, xf - 1, yf - 1, zf + 1));
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float y2 = lerp(v, x3, x4);
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Vec2 GetConstantVector(float v) {
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int h = (int)v & 3;
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if (h == 0) return Vec2(1,1);
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else if (h == 1) return Vec2(-1,1);
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else if (h == 2) return Vec2(-1,-1);
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else return Vec2(1,-1);
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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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};
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