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noise.hpp
1#ifndef LIBSBX_MATH_NOISE_HPP_
2#define LIBSBX_MATH_NOISE_HPP_
3
4#include <array>
5#include <cinttypes>
6
7#include <libsbx/math/vector2.hpp>
8#include <libsbx/math/random.hpp>
9#include <libsbx/math/concepts.hpp>
10
11namespace sbx::math {
12
13class noise {
14
15 inline static auto permutation = std::array<std::uint8_t, 256>{
16 151, 160, 137, 91, 90, 15,
17 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
18 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
19 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
20 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
21 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
22 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
23 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
24 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
25 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
26 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
27 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
28 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
29 };
30
31 inline static constexpr auto F2 = 0.366025403f;
32 inline static constexpr auto G2 = 0.211324865f;
33
34public:
35
36 static constexpr auto fractal(const std::float_t x, const std::float_t y, std::uint32_t octaves) -> std::float_t {
37 auto output = 0.f;
38 auto denom = 0.f;
39 auto frequency = 1.0f;
40 auto amplitude = 1.0f;
41
42 for (auto i = 0u; i < octaves; i++) {
43 output += (amplitude * simplex(x * frequency, y * frequency));
44 denom += amplitude;
45
46 frequency *= 2.0f;
47 amplitude *= 0.5f;
48 }
49
50 return (output / denom);
51 }
52
53 static constexpr auto fractal(const sbx::math::vector3& vector, std::uint32_t octaves) -> std::float_t {
54 return fractal(vector.x(), vector.y(), vector.z(), octaves);
55 }
56
57 static constexpr auto fractal(const std::float_t x, const std::float_t y, const std::float_t z, std::uint32_t octaves) -> std::float_t {
58 auto output = 0.f;
59 auto denom = 0.f;
60 auto frequency = 1.0f;
61 auto amplitude = 1.0f;
62
63 for (auto i = 0u; i < octaves; i++) {
64 output += (amplitude * simplex(x * frequency, y * frequency, z * frequency));
65 denom += amplitude;
66
67 frequency *= 2.0f;
68 amplitude *= 0.5f;
69 }
70
71 return (output / denom);
72 }
73
74 static constexpr auto simplex(const std::float_t x, const std::float_t y) -> std::float_t {
75 auto n0 = 0.0f;
76 auto n1 = 0.0f;
77 auto n2 = 0.0f;
78
79 const auto s = (x + y) * F2;
80 const auto xs = x + s;
81 const auto ys = y + s;
82 const auto i = fast_floor(xs);
83 const auto j = fast_floor(ys);
84
85 const auto t = static_cast<std::float_t>(i + j) * G2;
86 const auto X0 = static_cast<std::float_t>(i) - t;
87 const auto Y0 = static_cast<std::float_t>(j) - t;
88 const auto x0 = x - X0;
89 const auto y0 = y - Y0;
90
91 auto i1 = 0.0f;
92 auto j1 = 0.0f;
93
94 if (x0 > y0) {
95 i1 = 1.0f;
96 j1 = 0.0f;
97 } else {
98 i1 = 0.0f;
99 j1 = 1.0f;
100 }
101
102 const auto x1 = x0 - i1 + G2;
103 const auto y1 = y0 - j1 + G2;
104 const auto x2 = x0 - 1.0f + 2.0f * G2;
105 const auto y2 = y0 - 1.0f + 2.0f * G2;
106
107 const auto gi0 = hash(i + hash(j));
108 const auto gi1 = hash(i + i1 + hash(j + j1));
109 const auto gi2 = hash(i + 1 + hash(j + 1));
110
111 auto t0 = 0.5f - x0 * x0 - y0 * y0;
112
113 if (t0 < 0.0f) {
114 n0 = 0.0f;
115 } else {
116 t0 *= t0;
117 n0 = t0 * t0 * grad(gi0, x0, y0);
118 }
119
120 auto t1 = 0.5f - x1 * x1 - y1 * y1;
121
122 if (t1 < 0.0f) {
123 n1 = 0.0f;
124 } else {
125 t1 *= t1;
126 n1 = t1 * t1 * grad(gi1, x1, y1);
127 }
128
129 auto t2 = 0.5f - x2 * x2 - y2 * y2;
130
131 if (t2 < 0.0f) {
132 n2 = 0.0f;
133 } else {
134 t2 *= t2;
135 n2 = t2 * t2 * grad(gi2, x2, y2);
136 }
137
138 return 45.23065f * (n0 + n1 + n2);
139 }
140
141 static constexpr auto simplex(const std::float_t x, const std::float_t y, const std::float_t z) -> std::float_t {
142 auto n0 = 0.0f;
143 auto n1 = 0.0f;
144 auto n2 = 0.0f;
145 auto n3 = 0.0f; // Noise contributions from the four corners
146
147 // Skewing/Unskewing factors for 3D
148 constexpr auto F3 = 1.0f / 3.0f;
149 constexpr auto G3 = 1.0f / 6.0f;
150
151 // Skew the input space to determine which simplex cell we're in
152 auto s = (x + y + z) * F3; // Very nice and simple skew factor for 3D
153 auto i = fast_floor(x + s);
154 auto j = fast_floor(y + s);
155 auto k = fast_floor(z + s);
156 auto t = (i + j + k) * G3;
157 auto X0 = i - t; // Unskew the cell origin back to (x,y,z) space
158 auto Y0 = j - t;
159 auto Z0 = k - t;
160 auto x0 = x - X0; // The x,y,z distances from the cell origin
161 auto y0 = y - Y0;
162 auto z0 = z - Z0;
163
164 // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
165 // Determine which simplex we are in.
166 auto i1 = 0.0f;
167 auto j1 = 0.0f;
168 auto k1 = 0.0f; // Offsets for second corner of simplex in (i,j,k) coords
169 auto i2 = 0.0f;
170 auto j2 = 0.0f;
171 auto k2 = 0.0f; // Offsets for third corner of simplex in (i,j,k) coords
172
173 if (x0 >= y0) {
174 if (y0 >= z0) {
175 i1 = 1;
176 j1 = 0;
177 k1 = 0;
178 i2 = 1;
179 j2 = 1;
180 k2 = 0; // X Y Z order
181 } else if (x0 >= z0) {
182 i1 = 1;
183 j1 = 0;
184 k1 = 0;
185 i2 = 1;
186 j2 = 0;
187 k2 = 1; // X Z Y order
188 } else {
189 i1 = 0;
190 j1 = 0;
191 k1 = 1;
192 i2 = 1;
193 j2 = 0;
194 k2 = 1; // Z X Y order
195 }
196 } else { // x0<y0
197 if (y0 < z0) {
198 i1 = 0;
199 j1 = 0;
200 k1 = 1;
201 i2 = 0;
202 j2 = 1;
203 k2 = 1; // Z Y X order
204 } else if (x0 < z0) {
205 i1 = 0;
206 j1 = 1;
207 k1 = 0;
208 i2 = 0;
209 j2 = 1;
210 k2 = 1; // Y Z X order
211 } else {
212 i1 = 0;
213 j1 = 1;
214 k1 = 0;
215 i2 = 1;
216 j2 = 1;
217 k2 = 0; // Y X Z order
218 }
219 }
220
221 // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
222 // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
223 // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
224 // c = 1/6.
225 auto x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
226 auto y1 = y0 - j1 + G3;
227 auto z1 = z0 - k1 + G3;
228 auto x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords
229 auto y2 = y0 - j2 + 2.0f * G3;
230 auto z2 = z0 - k2 + 2.0f * G3;
231 auto x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords
232 auto y3 = y0 - 1.0f + 3.0f * G3;
233 auto z3 = z0 - 1.0f + 3.0f * G3;
234
235 // Work out the hashed gradient indices of the four simplex corners
236 auto gi0 = hash(i + hash(j + hash(k)));
237 auto gi1 = hash(i + i1 + hash(j + j1 + hash(k + k1)));
238 auto gi2 = hash(i + i2 + hash(j + j2 + hash(k + k2)));
239 auto gi3 = hash(i + 1 + hash(j + 1 + hash(k + 1)));
240
241 // Calculate the contribution from the four corners
242 auto t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
243
244 if (t0 < 0) {
245 n0 = 0.0;
246 } else {
247 t0 *= t0;
248 n0 = t0 * t0 * grad(gi0, x0, y0, z0);
249 }
250
251 auto t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
252
253 if (t1 < 0) {
254 n1 = 0.0;
255 } else {
256 t1 *= t1;
257 n1 = t1 * t1 * grad(gi1, x1, y1, z1);
258 }
259
260 auto t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
261
262 if (t2 < 0) {
263 n2 = 0.0;
264 } else {
265 t2 *= t2;
266 n2 = t2 * t2 * grad(gi2, x2, y2, z2);
267 }
268
269 auto t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
270
271 if (t3 < 0) {
272 n3 = 0.0;
273 } else {
274 t3 *= t3;
275 n3 = t3 * t3 * grad(gi3, x3, y3, z3);
276 }
277
278 // Add contributions from each corner to get the final noise value.
279 // The result is scaled to stay just inside [-1,1]
280 return 32.0f * (n0 + n1 + n2 + n3);
281 }
282
283private:
284
285 static constexpr auto fast_floor(std::float_t fp) -> std::int32_t {
286 auto i = static_cast<std::int32_t>(fp);
287 return (fp < i) ? (i - 1) : (i);
288 }
289
290 static constexpr auto hash(std::int32_t i) -> std::uint8_t {
291 return permutation[static_cast<std::uint8_t>(i)];
292 }
293
294 static constexpr auto grad(std::int32_t hash, std::float_t x, std::float_t y) -> std::float_t {
295 const auto h = hash & 0x3F;
296 const auto u = h < 4 ? x : y;
297 const auto v = h < 4 ? y : x;
298
299 return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v);
300 }
301
302 static constexpr float grad(std::int32_t hash, std::float_t x, std::float_t y, std::float_t z) {
303 const auto h = hash & 15;
304 const auto u = h < 8 ? x : y;
305 const auto v = h < 4 ? y : h == 12 || h == 14 ? x : z;
306
307 return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
308 }
309
310}; // class noise
311
312} // namespace sbx::math
313
314#endif // LIBSBX_MATH_NOISE_HPP_
Definition: vector3.hpp:22
Definition: noise.hpp:13