553 lines
20 KiB
C++
553 lines
20 KiB
C++
#ifndef PNOISE2_HPP
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#define PNOISE2_HPP
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#include <vector>
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#include <cmath>
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#include <algorithm>
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#include <functional>
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#include <random>
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#include "../../eigen/Eigen/Core"
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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<int> permutation;
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std::default_random_engine rng;
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using Vector2f = Eigen::Vector2f;
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using Vector3f = Eigen::Vector3f;
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using Vector4f = Eigen::Vector4f;
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/// @brief Linear interpolation between two values
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/// @param t Interpolation factor [0,1]
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/// @param a1 First value
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/// @param a2 Second value
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/// @return Interpolated value between a1 and a2
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/// @note Changing interpolation method affects noise smoothness
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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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/// @brief Fade function for smooth interpolation
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/// @param t Input parameter
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/// @return Smoothed t value using 6t^5 - 15t^4 + 10t^3
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/// @note Critical for gradient continuity; changes affect noise smoothness
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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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/// @brief Get constant gradient vector for 2D Perlin noise
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/// @param v Hash value (0-3)
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/// @return One of four 2D gradient vectors
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/// @note Changing vectors affects noise pattern orientation
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Vector2f GetConstantVector(int v) {
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int h = v & 3;
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if (h == 0) return Vector2f(1,1);
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else if (h == 1) return Vector2f(-1,1);
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else if (h == 2) return Vector2f(-1,-1);
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else return Vector2f(1,-1);
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}
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/// @brief Get constant gradient vector for 3D Perlin noise
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/// @param v Hash value (0-11)
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/// @return One of twelve 3D gradient vectors
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/// @note Vector selection affects 3D noise patterns
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Vector3f GetConstantVector3(int v) {
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int h = v & 11;
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switch(h) {
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case 0: return Vector3f( 1, 1, 0);
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case 1: return Vector3f(-1, 1, 0);
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case 2: return Vector3f( 1,-1, 0);
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case 3: return Vector3f(-1,-1, 0);
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case 4: return Vector3f( 1, 0, 1);
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case 5: return Vector3f(-1, 0, 1);
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case 6: return Vector3f( 1, 0,-1);
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case 7: return Vector3f(-1, 0,-1);
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case 8: return Vector3f( 0, 1, 1);
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case 9: return Vector3f( 0,-1, 1);
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case 10: return Vector3f( 0, 1,-1);
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case 11: return Vector3f( 0,-1,-1);
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default: return Vector3f(0,0,0);
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}
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}
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/// @brief Gradient function for 2D/3D Perlin noise
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/// @param hash Hash value for gradient selection
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/// @param x X coordinate
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/// @param y Y coordinate
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/// @param z Z coordinate (default 0 for 2D)
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/// @return Dot product of gradient vector and distance vector
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/// @note Core of Perlin noise; changes affect basic noise character
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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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/// @brief Initialize permutation table with shuffled values
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/// @note Called on construction; changing seed or shuffle affects all noise patterns
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void initializePermutation() {
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permutation.clear();
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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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permutation.insert(permutation.end(), permutationt.begin(), permutationt.end());
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permutation.insert(permutation.end(), permutationt.begin(), permutationt.end());
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}
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/// @brief Normalize noise value from [-1,1] to [0,1]
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/// @param point Input coordinate
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/// @return Normalized noise value in [0,1] range
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/// @note Useful for texture generation; changes affect output range
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float normalizedNoise(const Vector2f& point) {
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return (permute(point) + 1.0f) * 0.5f;
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}
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/// @brief Normalize 3D noise value from [-1,1] to [0,1]
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/// @param point Input coordinate
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/// @return Normalized noise value in [0,1] range
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float normalizedNoise(const Vector3f& point) {
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return (permute(point) + 1.0f) * 0.5f;
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}
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/// @brief Map value from one range to another
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/// @param value Input value
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/// @param inMin Original range minimum
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/// @param inMax Original range maximum
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/// @param outMin Target range minimum
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/// @param outMax Target range maximum
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/// @return Value mapped to new range
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/// @note Useful for post-processing; changes affect output scaling
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float mapRange(float value, float inMin, float inMax, float outMin, float outMax) {
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return (value - inMin) * (outMax - outMin) / (inMax - inMin) + outMin;
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}
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/// @brief Blend two noise values
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/// @param noise1 First noise value
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/// @param noise2 Second noise value
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/// @param blendFactor Blending factor [0,1]
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/// @return Blended noise value
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/// @note Changes affect multi-layer noise combinations
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float blendNoises(float noise1, float noise2, float blendFactor) {
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return lerp(blendFactor, noise1, noise2);
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}
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/// @brief Add two noise values with clamping
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/// @param noise1 First noise value
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/// @param noise2 Second noise value
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/// @return Sum clamped to [-1,1]
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/// @note Clamping prevents overflow; changes affect combined noise magnitude
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float addNoises(float noise1, float noise2) {
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return std::clamp(noise1 + noise2, -1.0f, 1.0f);
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}
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/// @brief Multiply two noise values
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/// @param noise1 First noise value
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/// @param noise2 Second noise value
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/// @return Product of noise values
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/// @note Creates modulation effects; changes affect combined noise character
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float multiplyNoises(float noise1, float noise2) {
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return noise1 * noise2;
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}
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/// @brief Hash function for 2D coordinates
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/// @param x X coordinate integer
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/// @param y Y coordinate integer
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/// @return Hash value in [-1,1] range
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/// @note Core of value noise; changes affect random distribution
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float hash(int x, int y) {
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return (permutation[(x + permutation[y & 255]) & 255] / 255.0f) * 2.0f - 1.0f;
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}
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/// @brief Hash function for 3D coordinates
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/// @param x X coordinate integer
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/// @param y Y coordinate integer
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/// @param z Z coordinate integer
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/// @return Hash value in [-1,1] range
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/// @note 3D version of hash function
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float hash(int x, int y, int z) {
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return (permutation[(z + permutation[(y + permutation[x & 255]) & 255]) & 255] / 255.0f) * 2.0f - 1.0f;
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}
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public:
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/// @brief Default constructor with random seed
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/// @note Uses random_device for seed; different runs produce different noise
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PNoise2() : rng(std::random_device{}()) {
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initializePermutation();
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}
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/// @brief Constructor with specified seed
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/// @param seed Random seed value
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/// @note Same seed produces identical noise patterns across runs
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PNoise2(unsigned int seed) : rng(seed) {
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initializePermutation();
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}
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/// @brief Generate 2D Perlin noise at given point
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/// @param point 2D coordinate
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/// @return Noise value in [-1,1] range
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/// @note Core 2D noise function; changes affect all 2D noise outputs
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float permute(const Vector2f& point) {
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TIME_FUNCTION;
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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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int xmod = X & 255;
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int Y = (int)floor(y);
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int ymod = Y & 255;
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float xf = x - X;
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float yf = y - Y;
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Vector2f BL(xf-0, yf-0);
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Vector2f BR(xf-1, yf-0);
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Vector2f TL(xf-0, yf-1);
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Vector2f TR(xf-1, yf-1);
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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 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 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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return retval;
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}
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/// @brief Generate 3D Perlin noise at given point
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/// @param point 3D coordinate
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/// @return Noise value in [-1,1] range
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float permute(const Vector3f& point) {
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TIME_FUNCTION;
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float x = point.x();
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float y = point.y();
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float z = point.z();
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int X = (int)floor(x) & 255;
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int Y = (int)floor(y) & 255;
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int Z = (int)floor(z) & 255;
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float xf = x - X;
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float yf = y - Y;
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float zf = z - Z;
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// Distance vectors from corners
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Vector3f FBL(xf-0, yf-0, zf-0);
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Vector3f FBR(xf-1, yf-0, zf-0);
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Vector3f FTL(xf-0, yf-1, zf-0);
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Vector3f FTR(xf-1, yf-1, zf-0);
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Vector3f RBL(xf-0, yf-0, zf-1);
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Vector3f RBR(xf-1, yf-0, zf-1);
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Vector3f RTL(xf-0, yf-1, zf-1);
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Vector3f RTR(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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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 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 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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float retval = lerp(w, y1, y2);
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return retval;
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}
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/// @brief Generate 2D value noise (simpler alternative to Perlin)
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/// @param point 2D coordinate
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/// @return Noise value in [-1,1] range
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/// @note Different character than Perlin; changes affect value-based textures
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float valueNoise(const Vector2f& point) {
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int xi = (int)std::floor(point.x());
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int yi = (int)std::floor(point.y());
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float tx = point.x() - xi;
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float ty = point.y() - yi;
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int rx0 = xi & 255;
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int rx1 = (xi + 1) & 255;
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int ry0 = yi & 255;
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int ry1 = (yi + 1) & 255;
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// Random values at corners
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float c00 = hash(rx0, ry0);
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float c10 = hash(rx1, ry0);
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float c01 = hash(rx0, ry1);
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float c11 = hash(rx1, ry1);
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// Interpolation
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float sx = fade(tx);
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float sy = fade(ty);
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float nx0 = lerp(c00, c10, sx);
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float nx1 = lerp(c01, c11, sx);
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return lerp(nx0, nx1, sy);
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}
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/// @brief Generate 3D value noise
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/// @param point 3D coordinate
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/// @return Noise value in [-1,1] range
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float valueNoise(const Vector3f& point) {
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int xi = (int)std::floor(point.x());
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int yi = (int)std::floor(point.y());
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int zi = (int)std::floor(point.z());
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float tx = point.x() - xi;
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float ty = point.y() - yi;
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float tz = point.z() - zi;
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int rx0 = xi & 255;
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int rx1 = (xi + 1) & 255;
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int ry0 = yi & 255;
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int ry1 = (yi + 1) & 255;
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int rz0 = zi & 255;
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int rz1 = (zi + 1) & 255;
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// Random values at corners
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float c000 = hash(rx0, ry0, rz0);
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float c100 = hash(rx1, ry0, rz0);
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float c010 = hash(rx0, ry1, rz0);
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float c110 = hash(rx1, ry1, rz0);
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float c001 = hash(rx0, ry0, rz1);
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float c101 = hash(rx1, ry0, rz1);
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float c011 = hash(rx0, ry1, rz1);
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float c111 = hash(rx1, ry1, rz1);
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// Interpolation
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float sx = fade(tx);
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float sy = fade(ty);
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float sz = fade(tz);
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float nx00 = lerp(c000, c100, sx);
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float nx10 = lerp(c010, c110, sx);
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float nx01 = lerp(c001, c101, sx);
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float nx11 = lerp(c011, c111, sx);
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float ny0 = lerp(nx00, nx10, sy);
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float ny1 = lerp(nx01, nx11, sy);
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return lerp(ny0, ny1, sz);
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}
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/// @brief Generate RGBA color from 3D noise with offset channels
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/// @param point 3D coordinate
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/// @return Vector4f containing RGBA noise values
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/// @note Each channel uses different offset; changes affect color patterns
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Vector4f permuteColor(const Vector3f& point) {
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TIME_FUNCTION;
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float noiseR = permute(point);
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float noiseG = permute(Vector3f(point + Vector3f(100.0f, 100.0f, 100.0f)));
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float noiseB = permute(Vector3f(point + Vector3f(200.0f, 200.0f, 200.0f)));
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float noiseA = permute(Vector3f(point + Vector3f(300.0f, 300.0f, 300.0f)));
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float rNormalized = (noiseR + 1.0f) * 0.5f;
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float gNormalized = (noiseG + 1.0f) * 0.5f;
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float bNormalized = (noiseB + 1.0f) * 0.5f;
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float aNormalized = (noiseA + 1.0f) * 0.5f;
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rNormalized = std::clamp(rNormalized, 0.0f, 1.0f);
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gNormalized = std::clamp(gNormalized, 0.0f, 1.0f);
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bNormalized = std::clamp(bNormalized, 0.0f, 1.0f);
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aNormalized = std::clamp(aNormalized, 0.0f, 1.0f);
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return Vector4f(rNormalized, gNormalized, bNormalized, aNormalized);
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}
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/// @brief Generate fractal (octave) noise for natural-looking patterns
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/// @param point Input coordinate
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/// @param octaves Number of noise layers
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/// @param persistence Amplitude multiplier per octave
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/// @param lacunarity Frequency multiplier per octave
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/// @return Combined noise value
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/// @note Parameters control noise character: octaves=detail, persistence=roughness, lacunarity=frequency change
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float fractalNoise(const Vector2f& point, int octaves, float persistence, float lacunarity) {
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float total = 0.0f;
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float frequency = 1.f;
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float amplitude = 1.f;
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float maxV = 0.f;
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Vector2f scaledPoint = point * frequency;
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for (int i = 0; i < octaves; i++) {
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total += permute(scaledPoint) * amplitude;
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maxV += amplitude;
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amplitude *= persistence;
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frequency *= lacunarity;
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}
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return total / maxV;
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}
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/// @brief Generate 3D fractal (octave) noise
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/// @param point Input coordinate
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/// @param octaves Number of noise layers
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/// @param persistence Amplitude multiplier per octave
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/// @param lacunarity Frequency multiplier per octave
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/// @return Combined noise value
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float fractalNoise(const Vector3f& point, int octaves, float persistence, float lacunarity) {
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float total = 0.0f;
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float frequency = 1.f;
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float amplitude = 1.f;
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float maxV = 0.f;
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Vector3f scaledPoint = point * frequency;
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for (int i = 0; i < octaves; i++) {
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total += permute(scaledPoint) * amplitude;
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maxV += amplitude;
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amplitude *= persistence;
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frequency *= lacunarity;
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}
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return total / maxV;
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}
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/// @brief Generate turbulence noise (absolute value of octaves)
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/// @param point Input coordinate
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/// @param octaves Number of noise layers
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/// @return Turbulence noise value
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/// @note Creates swirling, turbulent patterns; changes affect visual complexity
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float turbulence(const Vector2f& point, int octaves) {
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float value = 0.0f;
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Vector2f tempPoint = point;
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for (int i = 0; i < octaves; i++) {
|
|
value += std::abs(permute(tempPoint)) / (1 << i);
|
|
tempPoint *= 2.f;
|
|
}
|
|
return value;
|
|
}
|
|
|
|
/// @brief Generate 3D turbulence noise
|
|
/// @param point Input coordinate
|
|
/// @param octaves Number of noise layers
|
|
/// @return Turbulence noise value
|
|
float turbulence(const Vector3f& point, int octaves) {
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|
float value = 0.0f;
|
|
Vector3f tempPoint = point;
|
|
|
|
for (int i = 0; i < octaves; i++) {
|
|
value += std::abs(permute(tempPoint)) / (1 << i);
|
|
tempPoint *= 2.f;
|
|
}
|
|
return value;
|
|
}
|
|
|
|
/// @brief Generate ridged (ridged multifractal) noise
|
|
/// @param point Input coordinate
|
|
/// @param octaves Number of noise layers
|
|
/// @param offset Weighting offset for ridge formation
|
|
/// @return Ridged noise value
|
|
/// @note Creates sharp ridge-like patterns; offset controls ridge prominence
|
|
float ridgedNoise(const Vector2f& point, int octaves, float offset = 1.0f) {
|
|
float result = 0.f;
|
|
float weight = 1.f;
|
|
Vector2f p = point;
|
|
|
|
for (int i = 0; i < octaves; i++) {
|
|
float signal = 1.f - std::abs(permute(p));
|
|
signal *= signal;
|
|
signal *= weight;
|
|
weight = signal * offset;
|
|
result += signal;
|
|
p *= 2.f;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// @brief Generate 3D ridged noise
|
|
/// @param point Input coordinate
|
|
/// @param octaves Number of noise layers
|
|
/// @param offset Weighting offset for ridge formation
|
|
/// @return Ridged noise value
|
|
float ridgedNoise(const Vector3f& point, int octaves, float offset = 1.0f) {
|
|
float result = 0.f;
|
|
float weight = 1.f;
|
|
Vector3f p = point;
|
|
|
|
for (int i = 0; i < octaves; i++) {
|
|
float signal = 1.f - std::abs(permute(p));
|
|
signal *= signal;
|
|
signal *= weight;
|
|
weight = signal * offset;
|
|
result += signal;
|
|
p *= 2.f;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// @brief Generate billow (cloud-like) noise
|
|
/// @param point Input coordinate
|
|
/// @param octaves Number of noise layers
|
|
/// @return Billow noise value
|
|
/// @note Creates soft, billowy patterns like clouds
|
|
float billowNoise(const Vector2f& point, int octaves) {
|
|
float value = 0.0f;
|
|
float amplitude = 1.0f;
|
|
float frequency = 1.0f;
|
|
Vector2f scaledPoint = point * frequency;
|
|
for (int i = 0; i < octaves; i++) {
|
|
value += std::abs(permute(scaledPoint)) * amplitude;
|
|
amplitude *= 0.5f;
|
|
frequency *= 2.0f;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
/// @brief Generate 3D billow noise
|
|
/// @param point Input coordinate
|
|
/// @param octaves Number of noise layers
|
|
/// @return Billow noise value
|
|
float billowNoise(const Vector3f& point, int octaves) {
|
|
float value = 0.0f;
|
|
float amplitude = 1.0f;
|
|
float frequency = 1.0f;
|
|
Vector3f scaledPoint = point * frequency;
|
|
for (int i = 0; i < octaves; i++) {
|
|
value += std::abs(permute(scaledPoint)) * amplitude;
|
|
amplitude *= 0.5f;
|
|
frequency *= 2.0f;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
};
|
|
|
|
#endif |