moved noise to its own file

This commit is contained in:
Yggdrasil75
2026-02-03 08:22:20 -05:00
parent e54c524f26
commit d51f6ba3da
2 changed files with 315 additions and 329 deletions

View File

@@ -14,6 +14,7 @@
#include "../util/output/frame.hpp"
#include "../util/timing_decorator.cpp"
#include "../util/noise/pnoise2.hpp"
#include "../util/noise/pnoise.cpp"
#include "../util/output/aviwriter.hpp"
#include "../imgui/imgui.h"
@@ -61,67 +62,6 @@ struct stardefaults {
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
};
enum class BlendMode {
Add = 0,
Subtract = 1,
Multiply = 2,
Min = 3,
Max = 4,
Replace = 5,
DomainWarp = 6 // Uses this layer's value to distort coordinates for NEXT layers
};
struct NoiseLayer {
bool enabled = true;
char name[32] = "Layer";
NoiseType type = NoiseType::Perlin;
BlendMode blend = BlendMode::Add;
// Params specific to this layer
int seedOffset = 0;
float scale = 0.02f;
float strength = 1.0f; // blending weight or warp strength
// Fractal specific
int octaves = 4;
float persistence = 0.5f;
float lacunarity = 2.0f;
float ridgeOffset = 1.0f;
};
struct NoisePreviewState {
int width = 512;
int height = 512;
// Global settings
int masterSeed = 1337;
float offset[2] = {0.0f, 0.0f};
// The Stack
std::vector<NoiseLayer> layers;
// Visuals
GLuint textureId = 0;
std::vector<uint8_t> pixelBuffer;
bool needsUpdate = true;
};
std::mutex PreviewMutex;
GLuint textu = 0;
bool textureInitialized = false;
@@ -144,161 +84,6 @@ const std::chrono::seconds STATS_UPDATE_INTERVAL(60);
std::string cachedStats;
bool statsNeedUpdate = true;
float sampleNoiseLayer(PNoise2& gen, NoiseType type, Eigen::Vector2f point, const NoiseLayer& layer) {
float val = 0.0f;
switch (type) {
case NoiseType::Perlin:
val = gen.permute(point);
break;
case NoiseType::Value:
val = gen.valueNoise(point);
break;
case NoiseType::Fractal:
val = gen.fractalNoise(point, layer.octaves, layer.persistence, layer.lacunarity);
break;
case NoiseType::Turbulence:
val = gen.turbulence(point, layer.octaves);
val = (val * 2.0f) - 1.0f;
break;
case NoiseType::Ridged:
val = gen.ridgedNoise(point, layer.octaves, layer.ridgeOffset);
val = (val * 0.5f) - 1.0f;
break;
case NoiseType::Billow:
val = gen.billowNoise(point, layer.octaves);
val = (val * 2.0f) - 1.0f;
break;
case NoiseType::WhiteNoise:
val = gen.whiteNoise(point);
break;
case NoiseType::WorleyNoise:
val = gen.worleyNoise(point);
break;
case NoiseType::VoronoiNoise:
val = gen.voronoiNoise(point);
break;
case NoiseType::CrystalNoise:
val = gen.crystalNoise(point);
break;
// Simplified: DomainWarp and Curl inside a layer act as standard noise
// that we will use to manipulate coordinates manually in the loop
case NoiseType::DomainWarp:
val = gen.domainWarp(point, 1.0f);
break;
case NoiseType::CurlNoise:
// For single channel return, we just take length or one component
// Ideally Curl returns a vector, but for this helper we return magnitude
// to allow it to be used as a heightmap factor if needed.
Eigen::Vector2f flow = gen.curlNoise(point);
val = flow.norm();
break;
}
return val;
}
// Helper to generate the 2D noise texture
void updateNoiseTexture(NoisePreviewState& state) {
if (state.textureId == 0) glGenTextures(1, &state.textureId);
state.pixelBuffer.resize(state.width * state.height * 3);
// Create one generator. We will re-seed it per layer or use offsets.
// PNoise2 is fast to init? If not, create one and change seed if supported,
// or create a vector of generators. Assuming lightweight:
#pragma omp parallel for
for (int y = 0; y < state.height; ++y) {
// Optimization: Create generator on thread stack if PNoise2 is lightweight,
// otherwise pass seed to methods if possible.
// Assuming we construct one per thread or rely on internal state:
PNoise2 generator(state.masterSeed);
for (int x = 0; x < state.width; ++x) {
// 1. Initial Coordinate
float nx = (x + state.offset[0]);
float ny = (y + state.offset[1]);
Eigen::Vector2f point(nx, ny);
float finalValue = 0.0f;
// 2. Process Layer Stack
for (const auto& layer : state.layers) {
if (!layer.enabled) continue;
// Adjust coordinate frequency for this layer
Eigen::Vector2f samplePoint = point * layer.scale;
// Re-seed logic (simulated by large coordinate offsets if re-seeding isn't exposed)
// Or if PNoise2 allows reseeding: generator.setSeed(state.masterSeed + layer.seedOffset);
// Here we cheat by offsetting coordinates based on seed to avoid constructor overhead in loop
samplePoint += Eigen::Vector2f((float)layer.seedOffset * 10.5f, (float)layer.seedOffset * -10.5f);
// Special Case: Coordinate Mutators (Domain Warp / Curl)
if (layer.blend == BlendMode::DomainWarp) {
if (layer.type == NoiseType::CurlNoise) {
Eigen::Vector2f flow = generator.curlNoise(samplePoint);
point += flow * layer.strength * 100.0f; // Update the BASE point for future layers
} else {
// Standard Domain Warp using simple noise offsets
float warpX = sampleNoiseLayer(generator, layer.type, samplePoint, layer);
// Sample Y slightly offset to get different direction
float warpY = sampleNoiseLayer(generator, layer.type, samplePoint + Eigen::Vector2f(5.2f, 1.3f), layer);
point += Eigen::Vector2f(warpX, warpY) * layer.strength * 100.0f;
}
continue; // Don't add to finalValue, we just warped space
}
// Standard Arithmetic Layers
float nVal = sampleNoiseLayer(generator, layer.type, samplePoint, layer);
switch (layer.blend) {
case BlendMode::Replace:
finalValue = nVal * layer.strength;
break;
case BlendMode::Add:
finalValue += nVal * layer.strength;
break;
case BlendMode::Subtract:
finalValue -= nVal * layer.strength;
break;
case BlendMode::Multiply:
finalValue *= (nVal * layer.strength);
break;
case BlendMode::Max:
finalValue = std::max(finalValue, nVal * layer.strength);
break;
case BlendMode::Min:
finalValue = std::min(finalValue, nVal * layer.strength);
break;
}
}
// 3. Normalize for display (Map -1..1 to 0..1 usually, but stack can go higher)
// Tanh is good for soft clamping unbounded stacks
float norm = std::tanh(finalValue);
norm = (norm + 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());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
state.needsUpdate = false;
}
void createSphere(const defaults& config, const spheredefaults& sconfig, Octree<int>& grid) {
if (!grid.empty()) grid.clear();
@@ -1004,119 +789,7 @@ int main() {
ImGui::End();
}
{
ImGui::Begin("2D Noise Lab");
// Master Controls
bool changed = false;
changed |= ImGui::InputInt("Master Seed", &noiseState.masterSeed);
changed |= ImGui::DragFloat2("Pan Offset", noiseState.offset, 1.0f);
ImGui::Separator();
if (ImGui::Button("Add Layer")) {
NoiseLayer l;
sprintf(l.name, "Layer %zu", noiseState.layers.size());
noiseState.layers.push_back(l);
changed = true;
}
ImGui::SameLine();
if (ImGui::Button("Clear All")) {
noiseState.layers.clear();
changed = true;
}
ImGui::BeginChild("LayersScroll", ImVec2(0, 300), true);
// Layer List
for (int i = 0; i < noiseState.layers.size(); ++i) {
NoiseLayer& layer = noiseState.layers[i];
ImGui::PushID(i); // Important for ImGui inside loops!
// Header
bool open = ImGui::CollapsingHeader(layer.name, ImGuiTreeNodeFlags_DefaultOpen);
// Context menu to move/delete
if (ImGui::BeginPopupContextItem()) {
if (ImGui::MenuItem("Move Up", nullptr, false, i > 0)) {
std::swap(noiseState.layers[i], noiseState.layers[i-1]);
changed = true;
ImGui::CloseCurrentPopup();
}
if (ImGui::MenuItem("Move Down", nullptr, false, i < noiseState.layers.size()-1)) {
std::swap(noiseState.layers[i], noiseState.layers[i+1]);
changed = true;
ImGui::CloseCurrentPopup();
}
if (ImGui::MenuItem("Duplicate")) {
noiseState.layers.insert(noiseState.layers.begin() + i, layer);
changed = true;
ImGui::CloseCurrentPopup();
}
if (ImGui::MenuItem("Delete")) {
noiseState.layers.erase(noiseState.layers.begin() + i);
changed = true;
ImGui::CloseCurrentPopup();
ImGui::EndPopup();
ImGui::PopID();
continue; // Break loop safely
}
ImGui::EndPopup();
}
if (open) {
ImGui::Checkbox("##enabled", &layer.enabled);
ImGui::SameLine();
ImGui::InputText("##name", layer.name, 32);
// Type and Blend
const char* types[] = { "Perlin", "Value", "Fractal", "Turbulence", "Ridged", "Billow", "White", "Worley", "Voronoi", "Crystal", "Domain Warp", "Curl" };
const char* blends[] = { "Add", "Subtract", "Multiply", "Min", "Max", "Replace", "Domain Warp (Coord)" };
if (ImGui::Combo("Type", (int*)&layer.type, types, IM_ARRAYSIZE(types))) changed = true;
if (ImGui::Combo("Blend", (int*)&layer.blend, blends, IM_ARRAYSIZE(blends))) changed = true;
// Common Params
if (ImGui::SliderFloat("Scale", &layer.scale, 0.0001f, 0.2f, "%.5f")) changed = true;
if (ImGui::SliderFloat("Strength/Weight", &layer.strength, 0.0f, 5.0f)) changed = true;
if (ImGui::SliderInt("Seed Offset", &layer.seedOffset, 0, 100)) changed = true;
// Conditional Params
if (layer.type == NoiseType::Fractal || layer.type == NoiseType::Turbulence ||
layer.type == NoiseType::Ridged || layer.type == NoiseType::Billow) {
if (ImGui::SliderInt("Octaves", &layer.octaves, 1, 10)) changed = true;
if (layer.type == NoiseType::Fractal) {
if (ImGui::SliderFloat("Persistence", &layer.persistence, 0.0f, 1.0f)) changed = true;
if (ImGui::SliderFloat("Lacunarity", &layer.lacunarity, 1.0f, 4.0f)) changed = true;
}
if (layer.type == NoiseType::Ridged) {
if (ImGui::SliderFloat("Ridge Offset", &layer.ridgeOffset, 0.0f, 2.0f)) changed = true;
}
}
ImGui::Separator();
}
ImGui::PopID();
}
ImGui::EndChild();
ImGui::Separator();
// Preview
ImGui::Text("Preview Output");
ImGui::Image((void*)(intptr_t)noiseState.textureId, ImVec2((float)noiseState.width, (float)noiseState.height));
// Auto update logic
if (changed || noiseState.needsUpdate) {
updateNoiseTexture(noiseState);
}
ImGui::End();
}
drawNoiseLab(noiseState);
ImGui::Render();
int display_w, display_h;

313
util/noise/pnoise.cpp Normal file
View File

@@ -0,0 +1,313 @@
#pragma once
#include <vector>
#include <cmath>
#include <cstring>
#include <algorithm>
#include <iostream>
#include "./pnoise2.hpp"
#include "../../imgui/imgui.h"
#include <GLFW/glfw3.h>
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
};
enum class BlendMode {
Add = 0,
Subtract = 1,
Multiply = 2,
Min = 3,
Max = 4,
Replace = 5,
DomainWarp = 6
};
struct NoiseLayer {
bool enabled = true;
char name[32] = "Layer";
NoiseType type = NoiseType::Perlin;
BlendMode blend = BlendMode::Add;
int seedOffset = 0;
float scale = 0.02f;
float strength = 1.0f;
int octaves = 4;
float persistence = 0.5f;
float lacunarity = 2.0f;
float ridgeOffset = 1.0f;
};
struct NoisePreviewState {
int width = 512;
int height = 512;
int masterSeed = 1337;
float offset[2] = {0.0f, 0.0f};
std::vector<NoiseLayer> layers;
GLuint textureId = 0;
std::vector<uint8_t> pixelBuffer;
bool needsUpdate = true;
};
inline float sampleNoiseLayer(PNoise2& gen, NoiseType type, Eigen::Vector2f point, const NoiseLayer& layer) {
float val = 0.0f;
switch (type) {
case NoiseType::Perlin:
val = gen.permute(point);
break;
case NoiseType::Value:
val = gen.valueNoise(point);
break;
case NoiseType::Fractal:
val = gen.fractalNoise(point, layer.octaves, layer.persistence, layer.lacunarity);
break;
case NoiseType::Turbulence:
val = gen.turbulence(point, layer.octaves);
val = (val * 2.0f) - 1.0f;
break;
case NoiseType::Ridged:
val = gen.ridgedNoise(point, layer.octaves, layer.ridgeOffset);
val = (val * 0.5f) - 1.0f;
break;
case NoiseType::Billow:
val = gen.billowNoise(point, layer.octaves);
val = (val * 2.0f) - 1.0f;
break;
case NoiseType::WhiteNoise:
val = gen.whiteNoise(point);
break;
case NoiseType::WorleyNoise:
val = gen.worleyNoise(point);
break;
case NoiseType::VoronoiNoise:
val = gen.voronoiNoise(point);
break;
case NoiseType::CrystalNoise:
val = gen.crystalNoise(point);
break;
case NoiseType::DomainWarp:
val = gen.domainWarp(point, 1.0f);
break;
case NoiseType::CurlNoise:
Eigen::Vector2f flow = gen.curlNoise(point);
val = flow.norm();
break;
}
return val;
}
inline void updateNoiseTexture(NoisePreviewState& state) {
if (state.textureId == 0) glGenTextures(1, &state.textureId);
state.pixelBuffer.resize(state.width * state.height * 3);
#pragma omp parallel for
for (int y = 0; y < state.height; ++y) {
PNoise2 generator(state.masterSeed);
for (int x = 0; x < state.width; ++x) {
// 1. Initial Coordinate
float nx = (x + state.offset[0]);
float ny = (y + state.offset[1]);
Eigen::Vector2f point(nx, ny);
float finalValue = 0.0f;
// 2. Process Layer Stack
for (const auto& layer : state.layers) {
if (!layer.enabled) continue;
// Adjust coordinate frequency for this layer
Eigen::Vector2f samplePoint = point * layer.scale;
// Cheat seed offset
samplePoint += Eigen::Vector2f((float)layer.seedOffset * 10.5f, (float)layer.seedOffset * -10.5f);
// Special Case: Coordinate Mutators
if (layer.blend == BlendMode::DomainWarp) {
if (layer.type == NoiseType::CurlNoise) {
Eigen::Vector2f flow = generator.curlNoise(samplePoint);
point += flow * layer.strength * 100.0f;
} else {
float warpX = sampleNoiseLayer(generator, layer.type, samplePoint, layer);
float warpY = sampleNoiseLayer(generator, layer.type, samplePoint + Eigen::Vector2f(5.2f, 1.3f), layer);
point += Eigen::Vector2f(warpX, warpY) * layer.strength * 100.0f;
}
continue;
}
// Standard Arithmetic Layers
float nVal = sampleNoiseLayer(generator, layer.type, samplePoint, layer);
switch (layer.blend) {
case BlendMode::Replace:
finalValue = nVal * layer.strength;
break;
case BlendMode::Add:
finalValue += nVal * layer.strength;
break;
case BlendMode::Subtract:
finalValue -= nVal * layer.strength;
break;
case BlendMode::Multiply:
finalValue *= (nVal * layer.strength);
break;
case BlendMode::Max:
finalValue = std::max(finalValue, nVal * layer.strength);
break;
case BlendMode::Min:
finalValue = std::min(finalValue, nVal * layer.strength);
break;
}
}
// 3. Normalize for display
float norm = std::tanh(finalValue);
norm = (norm + 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());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
state.needsUpdate = false;
}
inline void drawNoiseLab(NoisePreviewState& noiseState) {
ImGui::Begin("2D Noise Lab");
// Master Controls
bool changed = false;
changed |= ImGui::InputInt("Master Seed", &noiseState.masterSeed);
changed |= ImGui::DragFloat2("Pan Offset", noiseState.offset, 1.0f);
ImGui::Separator();
if (ImGui::Button("Add Layer")) {
NoiseLayer l;
sprintf(l.name, "Layer %zu", noiseState.layers.size());
noiseState.layers.push_back(l);
changed = true;
}
ImGui::SameLine();
if (ImGui::Button("Clear All")) {
noiseState.layers.clear();
changed = true;
}
ImGui::BeginChild("LayersScroll", ImVec2(0, 300), true);
// Layer List
for (int i = 0; i < noiseState.layers.size(); ++i) {
NoiseLayer& layer = noiseState.layers[i];
ImGui::PushID(i);
// Header
bool open = ImGui::CollapsingHeader(layer.name, ImGuiTreeNodeFlags_DefaultOpen);
// Context menu to move/delete
if (ImGui::BeginPopupContextItem()) {
if (ImGui::MenuItem("Move Up", nullptr, false, i > 0)) {
std::swap(noiseState.layers[i], noiseState.layers[i-1]);
changed = true;
ImGui::CloseCurrentPopup();
}
if (ImGui::MenuItem("Move Down", nullptr, false, i < noiseState.layers.size()-1)) {
std::swap(noiseState.layers[i], noiseState.layers[i+1]);
changed = true;
ImGui::CloseCurrentPopup();
}
if (ImGui::MenuItem("Duplicate")) {
noiseState.layers.insert(noiseState.layers.begin() + i, layer);
changed = true;
ImGui::CloseCurrentPopup();
}
if (ImGui::MenuItem("Delete")) {
noiseState.layers.erase(noiseState.layers.begin() + i);
changed = true;
ImGui::CloseCurrentPopup();
ImGui::EndPopup();
ImGui::PopID();
continue;
}
ImGui::EndPopup();
}
if (open) {
ImGui::Checkbox("##enabled", &layer.enabled);
ImGui::SameLine();
ImGui::InputText("##name", layer.name, 32);
// Type and Blend
const char* types[] = { "Perlin", "Value", "Fractal", "Turbulence", "Ridged", "Billow", "White", "Worley", "Voronoi", "Crystal", "Domain Warp", "Curl" };
const char* blends[] = { "Add", "Subtract", "Multiply", "Min", "Max", "Replace", "Domain Warp (Coord)" };
if (ImGui::Combo("Type", (int*)&layer.type, types, IM_ARRAYSIZE(types))) changed = true;
if (ImGui::Combo("Blend", (int*)&layer.blend, blends, IM_ARRAYSIZE(blends))) changed = true;
// Common Params
if (ImGui::SliderFloat("Scale", &layer.scale, 0.0001f, 0.2f, "%.5f")) changed = true;
if (ImGui::SliderFloat("Strength/Weight", &layer.strength, 0.0f, 5.0f)) changed = true;
if (ImGui::SliderInt("Seed Offset", &layer.seedOffset, 0, 100)) changed = true;
// Conditional Params
if (layer.type == NoiseType::Fractal || layer.type == NoiseType::Turbulence ||
layer.type == NoiseType::Ridged || layer.type == NoiseType::Billow) {
if (ImGui::SliderInt("Octaves", &layer.octaves, 1, 10)) changed = true;
if (layer.type == NoiseType::Fractal) {
if (ImGui::SliderFloat("Persistence", &layer.persistence, 0.0f, 1.0f)) changed = true;
if (ImGui::SliderFloat("Lacunarity", &layer.lacunarity, 1.0f, 4.0f)) changed = true;
}
if (layer.type == NoiseType::Ridged) {
if (ImGui::SliderFloat("Ridge Offset", &layer.ridgeOffset, 0.0f, 2.0f)) changed = true;
}
}
ImGui::Separator();
}
ImGui::PopID();
}
ImGui::EndChild();
ImGui::Separator();
// Preview
ImGui::Text("Preview Output");
ImGui::Image((void*)(intptr_t)noiseState.textureId, ImVec2((float)noiseState.width, (float)noiseState.height));
// Auto update logic
if (changed || noiseState.needsUpdate) {
updateNoiseTexture(noiseState);
}
ImGui::End();
}