/** * @file SimplexNoise.cpp * @brief A Perlin Simplex Noise C++ Implementation (1D, 2D, 3D). * * Copyright (c) 2014-2018 Sebastien Rombauts (sebastien.rombauts@gmail.com) * * This C++ implementation is based on the speed-improved Java version 2012-03-09 * by Stefan Gustavson (original Java source code in the public domain). * http://webstaff.itn.liu.se/~stegu/simplexnoise/SimplexNoise.java: * - Based on example code by Stefan Gustavson (stegu@itn.liu.se). * - Optimisations by Peter Eastman (peastman@drizzle.stanford.edu). * - Better rank ordering method by Stefan Gustavson in 2012. * * This implementation is "Simplex Noise" as presented by * Ken Perlin at a relatively obscure and not often cited course * session "Real-Time Shading" at Siggraph 2001 (before real * time shading actually took on), under the title "hardware noise". * The 3D function is numerically equivalent to his Java reference * code available in the PDF course notes, although I re-implemented * it from scratch to get more readable code. The 1D, 2D and 4D cases * were implemented from scratch by me from Ken Perlin's text. * * Distributed under the MIT License (MIT) (See accompanying file LICENSE.txt * or copy at http://opensource.org/licenses/MIT) */ #include #include // int32_t/uint8_t /** * Computes the largest integer value not greater than the float one * * This method is faster than using (int32_t)std::floor(fp). * * I measured it to be approximately twice as fast: * float: ~18.4ns instead of ~39.6ns on an AMD APU), * double: ~20.6ns instead of ~36.6ns on an AMD APU), * Reference: http://www.codeproject.com/Tips/700780/Fast-floor-ceiling-functions * * @param[in] fp float input value * * @return largest integer value not greater than fp */ static inline int32_t fastfloor(float fp) { int32_t i = static_cast(fp); return (fp < i) ? (i - 1) : (i); } /** * Permutation table. This is just a random jumble of all numbers 0-255. * * This produce a repeatable pattern of 256, but Ken Perlin stated * that it is not a problem for graphic texture as the noise features disappear * at a distance far enough to be able to see a repeatable pattern of 256. * * This needs to be exactly the same for all instances on all platforms, * so it's easiest to just keep it as static explicit data. * This also removes the need for any initialisation of this class. * * Note that making this an uint32_t[] instead of a uint8_t[] might make the * code run faster on platforms with a high penalty for unaligned single * byte addressing. Intel x86 is generally single-byte-friendly, but * some other CPUs are faster with 4-aligned reads. * However, a char[] is smaller, which avoids cache trashing, and that * is probably the most important aspect on most architectures. * This array is accessed a *lot* by the noise functions. * A vector-valued noise over 3D accesses it 96 times, and a * float-valued 4D noise 64 times. We want this to fit in the cache! */ static const uint8_t perm[256] = { 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 }; /** * Helper function to hash an integer using the above permutation table * * This inline function costs around 1ns, and is called N+1 times for a noise of N dimension. * * Using a real hash function would be better to improve the "repeatability of 256" of the above permutation table, * but fast integer Hash functions uses more time and have bad random properties. * * @param[in] i Integer value to hash * * @return 8-bits hashed value */ static inline uint8_t hash(int32_t i) { return perm[static_cast(i)]; } /* NOTE Gradient table to test if lookup-table are more efficient than calculs static const float gradients1D[16] = { -8.f, -7.f, -6.f, -5.f, -4.f, -3.f, -2.f, -1.f, 1.f, 2.f, 3.f, 4.f, 5.f, 6.f, 7.f, 8.f }; */ /** * Helper function to compute gradients-dot-residual vectors (1D) * * @note that these generate gradients of more than unit length. To make * a close match with the value range of classic Perlin noise, the final * noise values need to be rescaled to fit nicely within [-1,1]. * (The simplex noise functions as such also have different scaling.) * Note also that these noise functions are the most practical and useful * signed version of Perlin noise. * * @param[in] hash hash value * @param[in] x distance to the corner * * @return gradient value */ static float grad(int32_t hash, float x) { const int32_t h = hash & 0x0F; // Convert low 4 bits of hash code float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient // float grad = gradients1D[h]; // NOTE : Test of Gradient look-up table instead of the above return (grad * x); // Multiply the gradient with the distance } /** * Helper functions to compute gradients-dot-residual vectors (2D) * * @param[in] hash hash value * @param[in] x x coord of the distance to the corner * @param[in] y y coord of the distance to the corner * * @return gradient value */ static float grad(int32_t hash, float x, float y) { const int32_t h = hash & 0x3F; // Convert low 3 bits of hash code const float u = h < 4 ? x : y; // into 8 simple gradient directions, const float v = h < 4 ? y : x; return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v); // and compute the dot product with (x,y). } /** * Helper functions to compute gradients-dot-residual vectors (3D) * * @param[in] hash hash value * @param[in] x x coord of the distance to the corner * @param[in] y y coord of the distance to the corner * @param[in] z z coord of the distance to the corner * * @return gradient value */ static float grad(int32_t hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) ? -u : u) + ((h & 2) ? -v : v); } /** * 1D Perlin simplex noise * * Takes around 74ns on an AMD APU. * * @param[in] x float coordinate * * @return Noise value in the range[-1; 1], value of 0 on all integer coordinates. */ float SimplexNoise::noise(float x) { float n0, n1; // Noise contributions from the two "corners" // No need to skew the input space in 1D // Corners coordinates (nearest integer values): int32_t i0 = fastfloor(x); int32_t i1 = i0 + 1; // Distances to corners (between 0 and 1): float x0 = x - i0; float x1 = x0 - 1.0f; // Calculate the contribution from the first corner float t0 = 1.0f - x0*x0; // if(t0 < 0.0f) t0 = 0.0f; // not possible t0 *= t0; n0 = t0 * t0 * grad(hash(i0), x0); // Calculate the contribution from the second corner float t1 = 1.0f - x1*x1; // if(t1 < 0.0f) t1 = 0.0f; // not possible t1 *= t1; n1 = t1 * t1 * grad(hash(i1), x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /** * 2D Perlin simplex noise * * Takes around 150ns on an AMD APU. * * @param[in] x float coordinate * @param[in] y float coordinate * * @return Noise value in the range[-1; 1], value of 0 on all integer coordinates. */ float SimplexNoise::noise(float x, float y) { float n0, n1, n2; // Noise contributions from the three corners // Skewing/Unskewing factors for 2D static const float F2 = 0.366025403f; // F2 = (sqrt(3) - 1) / 2 static const float G2 = 0.211324865f; // G2 = (3 - sqrt(3)) / 6 = F2 / (1 + 2 * K) // Skew the input space to determine which simplex cell we're in const float s = (x + y) * F2; // Hairy factor for 2D const float xs = x + s; const float ys = y + s; const int32_t i = fastfloor(xs); const int32_t j = fastfloor(ys); // Unskew the cell origin back to (x,y) space const float t = static_cast(i + j) * G2; const float X0 = i - t; const float Y0 = j - t; const float x0 = x - X0; // The x,y distances from the cell origin const float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int32_t i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1) i1 = 1; j1 = 0; } else { // upper triangle, YX order: (0,0)->(0,1)->(1,1) i1 = 0; j1 = 1; } // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 const float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords const float y1 = y0 - j1 + G2; const float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords const float y2 = y0 - 1.0f + 2.0f * G2; // Work out the hashed gradient indices of the three simplex corners const int gi0 = hash(i + hash(j)); const int gi1 = hash(i + i1 + hash(j + j1)); const int gi2 = hash(i + 1 + hash(j + 1)); // Calculate the contribution from the first corner float t0 = 0.5f - x0*x0 - y0*y0; if (t0 < 0.0f) { n0 = 0.0f; } else { t0 *= t0; n0 = t0 * t0 * grad(gi0, x0, y0); } // Calculate the contribution from the second corner float t1 = 0.5f - x1*x1 - y1*y1; if (t1 < 0.0f) { n1 = 0.0f; } else { t1 *= t1; n1 = t1 * t1 * grad(gi1, x1, y1); } // Calculate the contribution from the third corner float t2 = 0.5f - x2*x2 - y2*y2; if (t2 < 0.0f) { n2 = 0.0f; } else { t2 *= t2; n2 = t2 * t2 * grad(gi2, x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 45.23065f * (n0 + n1 + n2); } /** * 3D Perlin simplex noise * * @param[in] x float coordinate * @param[in] y float coordinate * @param[in] z float coordinate * * @return Noise value in the range[-1; 1], value of 0 on all integer coordinates. */ float SimplexNoise::noise(float x, float y, float z) { float n0, n1, n2, n3; // Noise contributions from the four corners // Skewing/Unskewing factors for 3D static const float F3 = 1.0f / 3.0f; static const float G3 = 1.0f / 6.0f; // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D int i = fastfloor(x + s); int j = fastfloor(y + s); int k = fastfloor(z + s); float t = (i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; // X Y Z order } else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; // X Z Y order } else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; // Z X Y order } } else { // x0