699 lines
23 KiB
C++
699 lines
23 KiB
C++
#ifndef NOISE2_HPP
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#define NOISE2_HPP
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#include "grid2.hpp"
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#include <cmath>
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#include <random>
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#include <functional>
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#include <algorithm>
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#include <array>
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#include <vector>
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#include <unordered_map>
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struct Grad { float x, y; };
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class Noise2 {
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public:
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enum NoiseType {
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PERLIN,
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SIMPLEX,
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VALUE,
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WORLEY,
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GABOR,
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POISSON_DISK,
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FRACTAL,
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WAVELET,
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GAUSSIAN,
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CELLULAR
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};
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enum GradientType {
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HASH_BASED,
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SIN_BASED,
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DOT_BASED,
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PRECOMPUTED
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};
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private:
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std::mt19937 rng;
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std::uniform_real_distribution<float> dist;
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// Precomputed gradient directions for 8 directions
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static constexpr std::array<Grad, 8> grads = {
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Grad{1.0f, 0.0f},
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Grad{0.707f, 0.707f},
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Grad{0.0f, 1.0f},
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Grad{-0.707f, 0.707f},
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Grad{-1.0f, 0.0f},
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Grad{-0.707f, -0.707f},
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Grad{0.0f, -1.0f},
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Grad{0.707f, -0.707f}
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};
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NoiseType currentType;
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GradientType gradType;
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uint32_t currentSeed;
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// Permutation table for Simplex noise
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std::array<int, 512> perm;
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// For Worley noise
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std::vector<Vec2> featurePoints;
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// For Gabor noise
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float gaborFrequency;
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float gaborBandwidth;
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// For wavelet noise
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std::vector<float> waveletCoefficients;
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public:
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Noise2(uint32_t seed = 0, NoiseType type = PERLIN, GradientType gradType = PRECOMPUTED) :
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rng(seed), dist(0.0f, 1.0f), currentType(type), gradType(gradType),
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currentSeed(seed), gaborFrequency(4.0f), gaborBandwidth(0.5f)
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{
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initializePermutationTable(seed);
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initializeFeaturePoints(64, seed); // Default 64 feature points
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initializeWaveletCoefficients(32, seed); // 32x32 wavelet coefficients
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}
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// Set random seed and reinitialize dependent structures
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void setSeed(uint32_t seed) {
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currentSeed = seed;
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rng.seed(seed);
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initializePermutationTable(seed);
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initializeFeaturePoints(featurePoints.size(), seed);
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initializeWaveletCoefficients(static_cast<int>(std::sqrt(waveletCoefficients.size())), seed);
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}
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// Set noise type
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void setNoiseType(NoiseType type) {
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currentType = type;
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}
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// Set gradient type
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void setGradientType(GradientType type) {
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gradType = type;
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}
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// Main noise function that routes to the selected algorithm
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float noise(float x, float y, int octaves = 1, float persistence = 0.5f, float lacunarity = 2.0f) {
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switch (currentType) {
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case PERLIN:
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return perlinNoise(x, y, octaves, persistence, lacunarity);
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case SIMPLEX:
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return simplexNoise(x, y, octaves, persistence, lacunarity);
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case VALUE:
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return valueNoise(x, y, octaves, persistence, lacunarity);
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case WORLEY:
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return worleyNoise(x, y);
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case GABOR:
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return gaborNoise(x, y);
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case POISSON_DISK:
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return poissonDiskNoise(x, y);
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case FRACTAL:
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return fractalNoise(x, y, octaves, persistence, lacunarity);
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case WAVELET:
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return waveletNoise(x, y);
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case GAUSSIAN:
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return gaussianNoise(x, y);
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case CELLULAR:
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return cellularNoise(x, y);
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default:
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return perlinNoise(x, y, octaves, persistence, lacunarity);
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}
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}
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// Generate simple value noise
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float valueNoise(float x, float y, int octaves = 1, float persistence = 0.5f, float lacunarity = 2.0f) {
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float total = 0.0f;
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float frequency = 1.0f;
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float amplitude = 1.0f;
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float maxValue = 0.0f;
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for (int i = 0; i < octaves; i++) {
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total += rawNoise(x * frequency, y * frequency) * amplitude;
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maxValue += amplitude;
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amplitude *= persistence;
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frequency *= lacunarity;
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}
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return total / maxValue;
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}
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// Generate Perlin-like noise
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float perlinNoise(float x, float y, int octaves = 1, float persistence = 0.5f, float lacunarity = 2.0f) {
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float total = 0.0f;
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float frequency = 1.0f;
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float amplitude = 1.0f;
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float maxValue = 0.0f;
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for (int i = 0; i < octaves; i++) {
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total += improvedNoise(x * frequency, y * frequency) * amplitude;
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maxValue += amplitude;
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amplitude *= persistence;
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frequency *= lacunarity;
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}
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return (total / maxValue + 1.0f) * 0.5f; // Normalize to [0,1]
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}
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float simplexNoise(float x, float y, int octaves = 1, float persistence = 0.5f, float lacunarity = 2.0f) {
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float total = 0.0f;
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float frequency = 1.0f;
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float amplitude = 1.0f;
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float maxValue = 0.0f;
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for (int i = 0; i < octaves; i++) {
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total += rawSimplexNoise(x * frequency, y * frequency) * amplitude;
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maxValue += amplitude;
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amplitude *= persistence;
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frequency *= lacunarity;
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}
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return (total / maxValue + 1.0f) * 0.5f;
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}
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// Worley (cellular) noise
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float worleyNoise(float x, float y) {
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if (featurePoints.empty()) return 0.0f;
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// Find the closest and second closest feature points
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float minDist1 = std::numeric_limits<float>::max();
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float minDist2 = std::numeric_limits<float>::max();
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for (const auto& point : featurePoints) {
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float dx = x - point.x;
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float dy = y - point.y;
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float dist = dx * dx + dy * dy; // Squared distance for performance
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if (dist < minDist1) {
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minDist2 = minDist1;
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minDist1 = dist;
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} else if (dist < minDist2) {
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minDist2 = dist;
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}
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}
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// Return distance to closest feature point (normalized)
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return std::sqrt(minDist1);
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}
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// Cellular noise variation
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float cellularNoise(float x, float y) {
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if (featurePoints.empty()) return 0.0f;
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float minDist1 = std::numeric_limits<float>::max();
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float minDist2 = std::numeric_limits<float>::max();
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for (const auto& point : featurePoints) {
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float dx = x - point.x;
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float dy = y - point.y;
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float dist = dx * dx + dy * dy;
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if (dist < minDist1) {
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minDist2 = minDist1;
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minDist1 = dist;
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} else if (dist < minDist2) {
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minDist2 = dist;
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}
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}
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// Cellular pattern: second closest minus closest
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return std::sqrt(minDist2) - std::sqrt(minDist1);
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}
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// Gabor noise
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float gaborNoise(float x, float y) {
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// Simplified Gabor noise - in practice this would be more complex
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float gaussian = std::exp(-(x*x + y*y) / (2.0f * gaborBandwidth * gaborBandwidth));
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float cosine = std::cos(2.0f * M_PI * gaborFrequency * (x + y));
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return gaussian * cosine;
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}
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// Poisson disk noise
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float poissonDiskNoise(float x, float y) {
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// Sample Poisson disk distribution
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// This is a simplified version - full implementation would use more sophisticated sampling
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float minDist = std::numeric_limits<float>::max();
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for (const auto& point : featurePoints) {
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float dx = x - point.x;
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float dy = y - point.y;
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float dist = std::sqrt(dx * dx + dy * dy);
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minDist = std::min(minDist, dist);
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}
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return 1.0f - std::min(minDist * 10.0f, 1.0f); // Invert and scale
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}
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// Fractal noise (fractional Brownian motion)
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float fractalNoise(float x, float y, int octaves = 8, float persistence = 0.5f, float lacunarity = 2.0f) {
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float total = 0.0f;
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float frequency = 1.0f;
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float amplitude = 1.0f;
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float maxValue = 0.0f;
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for (int i = 0; i < octaves; i++) {
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total += improvedNoise(x * frequency, y * frequency) * amplitude;
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maxValue += amplitude;
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amplitude *= persistence;
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frequency *= lacunarity;
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}
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// Fractal noise often has wider range, so we don't normalize as strictly
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return total;
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}
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// Wavelet noise
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float waveletNoise(float x, float y) {
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// Simplified wavelet noise using precomputed coefficients
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int ix = static_cast<int>(std::floor(x * 4)) % 32;
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int iy = static_cast<int>(std::floor(y * 4)) % 32;
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if (ix < 0) ix += 32;
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if (iy < 0) iy += 32;
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return waveletCoefficients[iy * 32 + ix];
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}
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// Gaussian noise
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float gaussianNoise(float x, float y) {
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// Use coordinates to seed RNG for deterministic results
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rng.seed(static_cast<uint32_t>(x * 1000 + y * 1000 + currentSeed));
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// Box-Muller transform for Gaussian distribution
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float u1 = dist(rng);
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float u2 = dist(rng);
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float z0 = std::sqrt(-2.0f * std::log(u1)) * std::cos(2.0f * M_PI * u2);
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// Normalize to [0,1] range
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return (z0 + 3.0f) / 6.0f; // Assuming 3 sigma covers most of the distribution
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}
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// Generate a grayscale noise grid using current noise type
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Grid2 generateGrayNoise(int width, int height,
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float scale = 1.0f,
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int octaves = 1,
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float persistence = 0.5f,
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uint32_t seed = 0,
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const Vec2& offset = Vec2(0, 0)) {
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if (seed != 0) setSeed(seed);
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Grid2 grid(width * height);
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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float nx = (x + offset.x) / width * scale;
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float ny = (y + offset.y) / height * scale;
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float noiseValue = noise(nx, ny, octaves, persistence);
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// Convert to position and grayscale color
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Vec2 position(x, y);
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Vec4 color(noiseValue, noiseValue, noiseValue, 1.0f);
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grid.positions[y * width + x] = position;
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grid.colors[y * width + x] = color;
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}
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}
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return grid;
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}
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float pascalTri(const float& a, const float& b) {
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TIME_FUNCTION;
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int result = 1;
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for (int i = 0; i < b; ++i){
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result *= (a - 1) / (i + 1);
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}
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return result;
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}
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float genSmooth(int N, float x) {
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TIME_FUNCTION;
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x = clamp(x, 0, 1);
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float result = 0;
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for (int n = 0; n <= N; ++n){
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result += pascalTri(-N - 1, n) * pascalTri(2 * N + 1, N-1) * pow(x, N + n + 1);
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}
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return result;
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}
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float inverse_smoothstep(float x) {
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TIME_FUNCTION;
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return 0.5 - sin(asin(1.0 - 2.0 * x) / 3.0);
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}
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// Generate multi-layered RGBA noise
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Grid2 generateRGBANoise(int width, int height,
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const Vec4& scale = Vec4(1.0f, 1.0f, 1.0f, 1.0f),
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const Vec4& octaves = Vec4(1.0f, 1.0f, 1.0f, 1.0f),
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const Vec4& persistence = Vec4(0.5f, 0.5f, 0.5f, 0.5f),
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uint32_t seed = 0,
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const Vec2& offset = Vec2(0, 0)) {
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if (seed != 0) setSeed(seed);
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Grid2 grid(width * height);
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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float nx = (x + offset.x) / width;
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float ny = (y + offset.y) / height;
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// Generate separate noise for each channel using current noise type
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float r = noise(nx * scale.x, ny * scale.x,
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static_cast<int>(octaves.x), persistence.x);
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float g = noise(nx * scale.y, ny * scale.y,
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static_cast<int>(octaves.y), persistence.y);
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float b = noise(nx * scale.z, ny * scale.z,
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static_cast<int>(octaves.z), persistence.z);
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float a = noise(nx * scale.w, ny * scale.w,
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static_cast<int>(octaves.w), persistence.w);
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Vec2 position(x, y);
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Vec4 color(r, g, b, a);
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grid.positions[y * width + x] = position;
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grid.colors[y * width + x] = color;
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}
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}
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return grid;
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}
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// Generate terrain-like noise (useful for heightmaps)
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Grid2 generateTerrainNoise(int width, int height,
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float scale = 1.0f,
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int octaves = 4,
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float persistence = 0.5f,
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uint32_t seed = 0,
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const Vec2& offset = Vec2(0, 0)) {
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if (seed != 0) setSeed(seed);
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Grid2 grid(width * height);
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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float nx = (x + offset.x) / width * scale;
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float ny = (y + offset.y) / height * scale;
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// Use multiple octaves for more natural terrain
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float heightValue = noise(nx, ny, octaves, persistence);
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// Apply some curve to make it more terrain-like
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heightValue = std::pow(heightValue, 1.5f);
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Vec2 position(x, y);
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Vec4 color(heightValue, heightValue, heightValue, 1.0f);
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grid.positions[y * width + x] = position;
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grid.colors[y * width + x] = color;
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}
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}
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return grid;
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}
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// Generate cloud-like noise
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Grid2 generateCloudNoise(int width, int height,
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float scale = 2.0f,
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int octaves = 3,
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float persistence = 0.7f,
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uint32_t seed = 0,
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const Vec2& offset = Vec2(0, 0)) {
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auto grid = generateGrayNoise(width, height, scale, octaves, persistence, seed, offset);
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// Apply soft threshold for cloud effect
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for (auto& color : grid.colors) {
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float value = color.x; // Assuming grayscale in red channel
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// Soft threshold: values below 0.3 become 0, above 0.7 become 1, smooth in between
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if (value < 0.3f) value = 0.0f;
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else if (value > 0.7f) value = 1.0f;
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else value = (value - 0.3f) / 0.4f; // Linear interpolation
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color = Vec4(value, value, value, 1.0f);
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}
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return grid;
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}
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// Generate specific noise type directly
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Grid2 generateSpecificNoise(NoiseType type, int width, int height,
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float scale = 1.0f, int octaves = 1,
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float persistence = 0.5f, uint32_t seed = 0) {
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NoiseType oldType = currentType;
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currentType = type;
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auto grid = generateGrayNoise(width, height, scale, octaves, persistence, seed);
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currentType = oldType;
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return grid;
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}
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private:
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// Initialize permutation table for Simplex noise
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void initializePermutationTable(uint32_t seed) {
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std::mt19937 localRng(seed);
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std::uniform_int_distribution<int> intDist(0, 255);
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// Create initial permutation
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std::array<int, 256> p;
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for (int i = 0; i < 256; i++) {
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p[i] = i;
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}
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// Shuffle using Fisher-Yates
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for (int i = 255; i > 0; i--) {
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int j = intDist(localRng) % (i + 1);
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std::swap(p[i], p[j]);
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}
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// Duplicate for overflow
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for (int i = 0; i < 512; i++) {
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perm[i] = p[i & 255];
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}
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}
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// Initialize feature points for Worley/Poisson noise
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void initializeFeaturePoints(int numPoints, uint32_t seed) {
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std::mt19937 localRng(seed);
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std::uniform_real_distribution<float> localDist(0.0f, 1.0f);
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featurePoints.clear();
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featurePoints.reserve(numPoints);
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for (int i = 0; i < numPoints; i++) {
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featurePoints.emplace_back(localDist(localRng), localDist(localRng));
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}
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}
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// Initialize wavelet coefficients
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void initializeWaveletCoefficients(int size, uint32_t seed) {
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std::mt19937 localRng(seed);
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std::uniform_real_distribution<float> localDist(-1.0f, 1.0f);
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waveletCoefficients.resize(size * size);
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for (int i = 0; i < size * size; i++) {
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waveletCoefficients[i] = (localDist(localRng) + 1.0f) * 0.5f; // Normalize to [0,1]
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}
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}
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// Raw Simplex noise implementation
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float rawSimplexNoise(float x, float y) {
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// Skewing factors for 2D
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const float F2 = 0.5f * (std::sqrt(3.0f) - 1.0f);
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const float G2 = (3.0f - std::sqrt(3.0f)) / 6.0f;
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// Skew the input space
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float s = (x + y) * F2;
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int i = fastFloor(x + s);
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int j = fastFloor(y + s);
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float t = (i + j) * G2;
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float X0 = i - t;
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|
float Y0 = j - t;
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float x0 = x - X0;
|
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float y0 = y - Y0;
|
|
|
|
// Determine which simplex we're in
|
|
int i1, j1;
|
|
if (x0 > y0) {
|
|
i1 = 1; j1 = 0;
|
|
} else {
|
|
i1 = 0; j1 = 1;
|
|
}
|
|
|
|
// Calculate other corners
|
|
float x1 = x0 - i1 + G2;
|
|
float y1 = y0 - j1 + G2;
|
|
float x2 = x0 - 1.0f + 2.0f * G2;
|
|
float y2 = y0 - 1.0f + 2.0f * G2;
|
|
|
|
// Calculate contributions from each corner
|
|
float n0, n1, n2;
|
|
float t0 = 0.5f - x0*x0 - y0*y0;
|
|
if (t0 < 0) n0 = 0.0f;
|
|
else {
|
|
t0 *= t0;
|
|
n0 = t0 * t0 * grad(perm[i + perm[j]], x0, y0);
|
|
}
|
|
|
|
float t1 = 0.5f - x1*x1 - y1*y1;
|
|
if (t1 < 0) n1 = 0.0f;
|
|
else {
|
|
t1 *= t1;
|
|
n1 = t1 * t1 * grad(perm[i + i1 + perm[j + j1]], x1, y1);
|
|
}
|
|
|
|
float t2 = 0.5f - x2*x2 - y2*y2;
|
|
if (t2 < 0) n2 = 0.0f;
|
|
else {
|
|
t2 *= t2;
|
|
n2 = t2 * t2 * grad(perm[i + 1 + perm[j + 1]], x2, y2);
|
|
}
|
|
|
|
return 70.0f * (n0 + n1 + n2);
|
|
}
|
|
|
|
// Fast floor function
|
|
int fastFloor(float x) {
|
|
int xi = static_cast<int>(x);
|
|
return x < xi ? xi - 1 : xi;
|
|
}
|
|
|
|
// Gradient function for Simplex noise
|
|
float grad(int hash, float x, float y) {
|
|
int h = hash & 7;
|
|
float u = h < 4 ? x : y;
|
|
float v = h < 4 ? y : x;
|
|
return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v);
|
|
}
|
|
|
|
// Raw noise function (simple hash-based)
|
|
float rawNoise(float x, float y) {
|
|
// Simple hash function for deterministic noise
|
|
int xi = static_cast<int>(std::floor(x));
|
|
int yi = static_cast<int>(std::floor(y));
|
|
|
|
// Use the RNG to generate consistent noise based on grid position
|
|
rng.seed(xi * 1619 + yi * 31337 + currentSeed);
|
|
return dist(rng);
|
|
}
|
|
|
|
// Improved noise function (Perlin-like) using selected gradient type
|
|
float improvedNoise(float x, float y) {
|
|
// Integer part
|
|
int xi = static_cast<int>(std::floor(x));
|
|
int yi = static_cast<int>(std::floor(y));
|
|
|
|
// Fractional part
|
|
float xf = x - xi;
|
|
float yf = y - yi;
|
|
|
|
// Smooth interpolation
|
|
float u = fade(xf);
|
|
float v = fade(yf);
|
|
|
|
// Gradient noise from corners using selected gradient calculation
|
|
float n00 = gradNoise(xi, yi, xf, yf);
|
|
float n01 = gradNoise(xi, yi + 1, xf, yf - 1);
|
|
float n10 = gradNoise(xi + 1, yi, xf - 1, yf);
|
|
float n11 = gradNoise(xi + 1, yi + 1, xf - 1, yf - 1);
|
|
|
|
// Bilinear interpolation
|
|
float x1 = lerp(n00, n10, u);
|
|
float x2 = lerp(n01, n11, u);
|
|
return lerp(x1, x2, v);
|
|
}
|
|
|
|
// Gradient noise function using selected gradient type
|
|
float gradNoise(int xi, int yi, float xf, float yf) {
|
|
switch (gradType) {
|
|
case HASH_BASED:
|
|
return hashGradNoise(xi, yi, xf, yf);
|
|
case SIN_BASED:
|
|
return sinGradNoise(xi, yi, xf, yf);
|
|
case DOT_BASED:
|
|
return dotGradNoise(xi, yi, xf, yf);
|
|
case PRECOMPUTED:
|
|
default:
|
|
return precomputedGradNoise(xi, yi, xf, yf);
|
|
}
|
|
}
|
|
|
|
// Fast gradient noise function using precomputed gradient directions
|
|
float precomputedGradNoise(int xi, int yi, float xf, float yf) {
|
|
// Generate deterministic hash from integer coordinates
|
|
int hash = (xi * 1619 + yi * 31337 + currentSeed);
|
|
|
|
// Use hash to select from 8 precomputed gradient directions
|
|
int gradIndex = hash & 7; // 8 directions (0-7)
|
|
|
|
// Dot product between distance vector and gradient
|
|
return xf * grads[gradIndex].x + yf * grads[gradIndex].y;
|
|
}
|
|
|
|
// Hash-based gradient noise
|
|
float hashGradNoise(int xi, int yi, float xf, float yf) {
|
|
// Generate hash from coordinates
|
|
uint32_t hash = (xi * 1619 + yi * 31337 + currentSeed);
|
|
|
|
// Use hash to generate gradient angle
|
|
hash = (hash << 13) ^ hash;
|
|
hash = (hash * (hash * hash * 15731 + 789221) + 1376312589);
|
|
float angle = (hash & 0xFFFF) / 65535.0f * 2.0f * M_PI;
|
|
|
|
// Gradient vector
|
|
float gx = std::cos(angle);
|
|
float gy = std::sin(angle);
|
|
|
|
// Dot product
|
|
return xf * gx + yf * gy;
|
|
}
|
|
|
|
// Sine-based gradient noise
|
|
float sinGradNoise(int xi, int yi, float xf, float yf) {
|
|
// Use sine of coordinates to generate gradient
|
|
float angle = std::sin(xi * 12.9898f + yi * 78.233f + currentSeed) * 43758.5453f;
|
|
angle = angle - std::floor(angle); // Fractional part
|
|
angle *= 2.0f * M_PI;
|
|
|
|
float gx = std::cos(angle);
|
|
float gy = std::sin(angle);
|
|
|
|
return xf * gx + yf * gy;
|
|
}
|
|
|
|
// Dot product based gradient noise
|
|
float dotGradNoise(int xi, int yi, float xf, float yf) {
|
|
// Simple dot product with random vector based on coordinates
|
|
float random = std::sin(xi * 127.1f + yi * 311.7f) * 43758.5453123f;
|
|
random = random - std::floor(random);
|
|
|
|
Vec2 grad(std::cos(random * 2.0f * M_PI), std::sin(random * 2.0f * M_PI));
|
|
Vec2 dist(xf, yf);
|
|
|
|
return grad.dot(dist);
|
|
}
|
|
|
|
// Fade function for smooth interpolation
|
|
float fade(float t) {
|
|
return t * t * t * (t * (t * 6 - 15) + 10);
|
|
}
|
|
|
|
// Linear interpolation
|
|
float lerp(float a, float b, float t) {
|
|
return a + t * (b - a);
|
|
}
|
|
|
|
float clamp(float x, float lowerlimit = 0.0f, float upperlimit = 1.0f) {
|
|
TIME_FUNCTION;
|
|
if (x < lowerlimit) return lowerlimit;
|
|
if (x > upperlimit) return upperlimit;
|
|
return x;
|
|
}
|
|
};
|
|
|
|
#endif |