Ejemplo n.º 1
0
//-----------------------------------------------------------------------------------------------
float Compute2dFractalNoise( float posX, float posY, float scale, unsigned int numOctaves, float octavePersistence, float octaveScale, bool renormalize, unsigned int seed )
{
	const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave

	float totalNoise = 0.f;
	float totalAmplitude = 0.f;
	float currentAmplitude = 1.f;
	float invScale = (1.f / scale);
	Vector2 currentPos( posX * invScale, posY * invScale );

	for( unsigned int octaveNum = 0; octaveNum < numOctaves; ++ octaveNum )
	{
		// Determine noise values at nearby integer "grid point" positions
		Vector2 cellMins( FastFloor( currentPos.x ), FastFloor( currentPos.y ) );
		int indexWestX = (int) cellMins.x;
		int indexSouthY = (int) cellMins.y;
		int indexEastX = indexWestX + 1;
		int indexNorthY = indexSouthY + 1;
		float valueSouthWest = Get2dNoiseZeroToOne( indexWestX, indexSouthY, seed );
		float valueSouthEast = Get2dNoiseZeroToOne( indexEastX, indexSouthY, seed );
		float valueNorthWest = Get2dNoiseZeroToOne( indexWestX, indexNorthY, seed );
		float valueNorthEast = Get2dNoiseZeroToOne( indexEastX, indexNorthY, seed );

		// Do a smoothed (nonlinear) weighted average of nearby grid point values
		Vector2 displacementFromMins = currentPos - cellMins;
		float weightEast  = SmoothStep( displacementFromMins.x );
		float weightNorth = SmoothStep( displacementFromMins.y );
		float weightWest  = 1.f - weightEast;
		float weightSouth = 1.f - weightNorth;

		float blendSouth = (weightEast * valueSouthEast) + (weightWest * valueSouthWest);
		float blendNorth = (weightEast * valueNorthEast) + (weightWest * valueNorthWest);
		float blendTotal = (weightSouth * blendSouth) + (weightNorth * blendNorth);
		float noiseThisOctave = 2.f * (blendTotal - 0.5f); // Map from [0,1] to [-1,1]

		// Accumulate results and prepare for next octave (if any)
		totalNoise += noiseThisOctave * currentAmplitude;
		totalAmplitude += currentAmplitude;
		currentAmplitude *= octavePersistence;
		currentPos *= octaveScale;
		currentPos.x += OCTAVE_OFFSET; // Add "irrational" offsets to noise position components
		currentPos.y += OCTAVE_OFFSET; //	at each octave to break up their grid alignment
		++ seed; // Eliminates octaves "echoing" each other (since each octave is uniquely seeded)
	}

	// Re-normalize total noise to within [-1,1] and fix octaves pulling us far away from limits
	if( renormalize && totalAmplitude > 0.f )
	{
		totalNoise /= totalAmplitude;				// Amplitude exceeds 1.0 if octaves are used
		totalNoise = (totalNoise * 0.5f) + 0.5f;	// Map to [0,1]
		totalNoise = SmoothStep( totalNoise );		// Push towards extents (octaves pull us away)
		totalNoise = (totalNoise * 2.0f) - 1.f;		// Map back to [-1,1]
	}

	return totalNoise;
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------------------------
// Perlin noise is fractal noise with "gradient vector smoothing" applied.
//
// In 1D, the gradients are trivial: -1.0 or 1.0, so resulting noise is boring at one octave.
//
float Compute1dPerlinNoise( float position, float scale, unsigned int numOctaves, float octavePersistence, float octaveScale, bool renormalize, unsigned int seed )
{
	const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
	const float gradients[2] = { -1.f, 1.f }; // 1D unit "gradient" vectors; one back, one forward

	float totalNoise = 0.f;
	float totalAmplitude = 0.f;
	float currentAmplitude = 1.f;
	float currentPosition = position * (1.f / scale);

	for( unsigned int octaveNum = 0; octaveNum < numOctaves; ++ octaveNum )
	{
		// Determine random "gradient vectors" (just +1 or -1 for 1D Perlin) for surrounding corners
		float positionFloor = (float) FastFloor( currentPosition );
		int indexWest = (int) positionFloor;
		int indexEast = indexWest + 1;
		float gradientWest = gradients[ Get1dNoiseUint( indexWest, seed ) & 0x00000001 ];
		float gradientEast = gradients[ Get1dNoiseUint( indexEast, seed ) & 0x00000001 ];

		// Dot each point's gradient with displacement from point to position
		float displacementFromWest = currentPosition - positionFloor; // always positive
		float displacementFromEast = displacementFromWest - 1.f; // always negative
		float dotWest = gradientWest * displacementFromWest; // 1D "dot product" is... multiply
		float dotEast = gradientEast * displacementFromEast;

		// Do a smoothed (nonlinear) weighted average of dot results
		float weightEast = SmoothStep( displacementFromWest );
		float weightWest = 1.f - weightEast;
		float blendTotal = (weightWest * dotWest) + (weightEast * dotEast);
		float noiseThisOctave = 2.f * blendTotal; // 1D Perlin is in [-.5,.5]; map to [-1,1]

		// Accumulate results and prepare for next octave (if any)
		totalNoise += noiseThisOctave * currentAmplitude;
		totalAmplitude += currentAmplitude;
		currentAmplitude *= octavePersistence;
		currentPosition *= octaveScale;
		currentPosition += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		++ seed; // Eliminates octaves "echoing" each other (since each octave is uniquely seeded)
	}

	// Re-normalize total noise to within [-1,1] and fix octaves pulling us far away from limits
	if( renormalize && totalAmplitude > 0.f )
	{
		totalNoise /= totalAmplitude;				// Amplitude exceeds 1.0 if octaves are used
		totalNoise = (totalNoise * 0.5f) + 0.5f;	// Map to [0,1]
		totalNoise = SmoothStep( totalNoise );		// Push towards extents (octaves pull us away)
		totalNoise = (totalNoise * 2.0f) - 1.f;		// Map back to [-1,1]
	}

	return totalNoise;
}
Ejemplo n.º 3
0
//-----------------------------------------------------------------------------------------------
float Compute1dFractalNoise( float position, float scale, unsigned int numOctaves, float octavePersistence, float octaveScale, bool renormalize, unsigned int seed )
{
	const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave

	float totalNoise = 0.f;
	float totalAmplitude = 0.f;
	float currentAmplitude = 1.f;
	float currentPosition = position * (1.f / scale);

	for( unsigned int octaveNum = 0; octaveNum < numOctaves; ++ octaveNum )
	{
		// Determine noise values at nearby integer "grid point" positions
		float positionFloor = FastFloor( currentPosition );
		int indexWest = (int) positionFloor;
		int indexEast = indexWest + 1;
		float valueWest = Get1dNoiseZeroToOne( indexWest, seed );
		float valueEast = Get1dNoiseZeroToOne( indexEast, seed );

		// Do a smoothed (nonlinear) weighted average of nearby grid point values
		float distanceFromWest = currentPosition - positionFloor;
		float weightEast = SmoothStep( distanceFromWest ); // Gives rounder (nonlinear) results
		float weightWest = 1.f - weightEast;
		float noiseZeroToOne = (valueWest * weightWest) + (valueEast * weightEast);
		float noiseThisOctave = 2.f * (noiseZeroToOne - 0.5f); // Map from [0,1] to [-1,1]

		// Accumulate results and prepare for next octave (if any)
		totalNoise += noiseThisOctave * currentAmplitude;
		totalAmplitude += currentAmplitude;
		currentAmplitude *= octavePersistence;
		currentPosition *= octaveScale;
		currentPosition += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		++ seed; // Eliminates octaves "echoing" each other (since each octave is uniquely seeded)
	}

	// Re-normalize total noise to within [-1,1] and fix octaves pulling us far away from limits
	if( renormalize && totalAmplitude > 0.f )
	{
		totalNoise /= totalAmplitude;				// Amplitude exceeds 1.0 if octaves are used!
		totalNoise = (totalNoise * 0.5f) + 0.5f;	// Map to [0,1]
		totalNoise = SmoothStep( totalNoise );		// Push towards extents (octaves pull us away)
		totalNoise = (totalNoise * 2.0f) - 1.f;		// Map back to [-1,1]
	}

	return totalNoise;
}
Ejemplo n.º 4
0
        /// <summary>
        /// 2D simplex noise
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        public static float Generate(float x, float y)
        {
            const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0)
            const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0

            float n0, n1, n2; // Noise contributions from the three corners

            // Skew the input space to determine which simplex cell we're in
            float s = (x+y)*F2; // Hairy factor for 2D
            float xs = x + s;
            float ys = y + s;
            int i = FastFloor(xs);
            int j = FastFloor(ys);

            float t = (float)(i+j)*G2;
            float X0 = i-t; // Unskew the cell origin back to (x,y) space
            float Y0 = j-t;
            float x0 = x-X0; // The x,y distances from the cell origin
            float y0 = y-Y0;

            // For the 2D case, the simplex shape is an equilateral triangle.
            // Determine which simplex we are in.
            int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
            if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
            else {i1=0; j1=1;}      // upper triangle, YX order: (0,0)->(0,1)->(1,1)

            // 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

            float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
            float y1 = y0 - j1 + G2;
            float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
            float y2 = y0 - 1.0f + 2.0f * G2;

            // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
            int ii = i % 256;
            int jj = j % 256;

            // Calculate the contribution from the three corners
            float t0 = 0.5f - x0*x0-y0*y0;
            if(t0 < 0.0f) n0 = 0.0f;
            else {
                t0 *= t0;
                n0 = t0 * t0 * grad(perm[ii+perm[jj]], x0, y0); 
            }

            float t1 = 0.5f - x1*x1-y1*y1;
            if(t1 < 0.0f) n1 = 0.0f;
            else {
                t1 *= t1;
                n1 = t1 * t1 * grad(perm[ii+i1+perm[jj+j1]], x1, y1);
            }

            float t2 = 0.5f - x2*x2-y2*y2;
            if(t2 < 0.0f) n2 = 0.0f;
            else {
                t2 *= t2;
                n2 = t2 * t2 * grad(perm[ii+1+perm[jj+1]], 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 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
        }
Ejemplo n.º 5
0
float SimplexNoise::Raw_Sample_2D(float x, float y)
{
    // Noise contributions from the three corners
    float n0, n1, n2;

    // Skew the input space to determine which simplex cell we're in
    float F2 = 0.5f * (sqrtf(3.0f) - 1.0f);

    // Hairy factor for 2D
    float s = (x + y) * F2;
    int i = FastFloor( x + s );
    int j = FastFloor( y + s );

    float G2 = (3.0f - sqrtf(3.0f)) / 6.0f;
    float t = (i + j) * G2;

    // Unskew the cell origin back to (x,y) space
    float X0 = i-t;
    float Y0 = j-t;

    // The x,y distances from the cell origin
    float x0 = x-X0;
    float y0 = y-Y0;

    // For the 2D case, the simplex shape is an equilateral triangle.
    // Determine which simplex we are in.
    int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
    
	// lower triangle, XY order: (0,0)->(1,0)->(1,1)
	if (x0 > y0) 
	{
		i1=1; 
		j1=0;
	} 

	// upper triangle, YX order: (0,0)->(0,1)->(1,1)
    else 
	{
		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
    float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
    float y1 = y0 - j1 + G2;
    float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
    float y2 = y0 - 1.0f + 2.0f * G2;

    // Work out the hashed gradient indices of the three simplex corners
    int ii = i & 255;
    int jj = j & 255;
    int gi0 = m_permutations[ii+m_permutations[jj]] % 12;
    int gi1 = m_permutations[ii+i1+m_permutations[jj+j1]] % 12;
    int gi2 = m_permutations[ii+1+m_permutations[jj+1]] % 12;

    // Calculate the contribution from the three corners
    float t0 = 0.5f - x0*x0-y0*y0;
    if (t0 < 0) 
	{
		n0 = 0.0f;
	}
    else 
	{
        t0 *= t0;
        n0 = t0 * t0 * Dot(m_gradiant3D[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
    }

    float t1 = 0.5f - x1*x1-y1*y1;
    if (t1 < 0) 
	{
		n1 = 0.0f;
	}
    else 
	{
        t1 *= t1;
        n1 = t1 * t1 * Dot(m_gradiant3D[gi1], x1, y1);
    }

    float t2 = 0.5f - x2*x2-y2*y2;
    if (t2 < 0) 
	{
		n2 = 0.0f;
	}
    else 
	{
        t2 *= t2;
        n2 = t2 * t2 * Dot(m_gradiant3D[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 70.0f * (n0 + n1 + n2);
}
Ejemplo n.º 6
0
float SimplexNoise::Raw_Sample_4D(float x, float y, float z, float w)
{
    // The skewing and unskewing factors are hairy again for the 4D case
    float F4 = (sqrtf(5.0f)-1.0f)/4.0f;
    float G4 = (5.0f-sqrtf(5.0f))/20.0f;
    float n0, n1, n2, n3, n4; // Noise contributions from the five corners

    // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
    float s = (x + y + z + w) * F4; // Factor for 4D skewing
    int i = FastFloor(x + s);
    int j = FastFloor(y + s);
    int k = FastFloor(z + s);
    int l = FastFloor(w + s);
    float t = (i + j + k + l) * G4; // Factor for 4D unskewing
    float X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
    float Y0 = j - t;
    float Z0 = k - t;
    float W0 = l - t;

    float x0 = x - X0; // The x,y,z,w distances from the cell origin
    float y0 = y - Y0;
    float z0 = z - Z0;
    float w0 = w - W0;

    // For the 4D case, the simplex is a 4D shape I won't even try to describe.
    // To find out which of the 24 possible simplices we're in, we need to
    // determine the magnitude ordering of x0, y0, z0 and w0.
    // The method below is a good way of finding the ordering of x,y,z,w and
    // then find the correct traversal order for the simplex we're in.
    // First, six pair-wise comparisons are performed between each possible pair
    // of the four coordinates, and the results are used to add up binary bits
    // for an integer index.
    int c1 = (x0 > y0) ? 32 : 0;
    int c2 = (x0 > z0) ? 16 : 0;
    int c3 = (y0 > z0) ? 8 : 0;
    int c4 = (x0 > w0) ? 4 : 0;
    int c5 = (y0 > w0) ? 2 : 0;
    int c6 = (z0 > w0) ? 1 : 0;
    int c = c1 + c2 + c3 + c4 + c5 + c6;

    int i1, j1, k1, l1; // The integer offsets for the second simplex corner
    int i2, j2, k2, l2; // The integer offsets for the third simplex corner
    int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner

    // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
    // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
    // impossible. Only the 24 indices which have non-zero entries make any sense.
    // We use a thresholding to set the coordinates in turn from the largest magnitude.
    // The number 3 in the "simplex" array is at the position of the largest coordinate.
    i1 = m_simplex[c][0]>=3 ? 1 : 0;
    j1 = m_simplex[c][1]>=3 ? 1 : 0;
    k1 = m_simplex[c][2]>=3 ? 1 : 0;
    l1 = m_simplex[c][3]>=3 ? 1 : 0;
    // The number 2 in the "simplex" array is at the second largest coordinate.
    i2 = m_simplex[c][0]>=2 ? 1 : 0;
    j2 = m_simplex[c][1]>=2 ? 1 : 0;
    k2 = m_simplex[c][2]>=2 ? 1 : 0;
    l2 = m_simplex[c][3]>=2 ? 1 : 0;
    // The number 1 in the "simplex" array is at the second smallest coordinate.
    i3 = m_simplex[c][0]>=1 ? 1 : 0;
    j3 = m_simplex[c][1]>=1 ? 1 : 0;
    k3 = m_simplex[c][2]>=1 ? 1 : 0;
    l3 = m_simplex[c][3]>=1 ? 1 : 0;
    // The fifth corner has all coordinate offsets = 1, so no need to look that up.

    float x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
    float y1 = y0 - j1 + G4;
    float z1 = z0 - k1 + G4;
    float w1 = w0 - l1 + G4;
    float x2 = x0 - i2 + 2.0f*G4; // Offsets for third corner in (x,y,z,w) coords
    float y2 = y0 - j2 + 2.0f*G4;
    float z2 = z0 - k2 + 2.0f*G4;
    float w2 = w0 - l2 + 2.0f*G4;
    float x3 = x0 - i3 + 3.0f*G4; // Offsets for fourth corner in (x,y,z,w) coords
    float y3 = y0 - j3 + 3.0f*G4;
    float z3 = z0 - k3 + 3.0f*G4;
    float w3 = w0 - l3 + 3.0f*G4;
    float x4 = x0 - 1.0f + 4.0f*G4; // Offsets for last corner in (x,y,z,w) coords
    float y4 = y0 - 1.0f + 4.0f*G4;
    float z4 = z0 - 1.0f + 4.0f*G4;
    float w4 = w0 - 1.0f + 4.0f*G4;

    // Work out the hashed gradient indices of the five simplex corners
    int ii = i & 255;
    int jj = j & 255;
    int kk = k & 255;
    int ll = l & 255;
    int gi0 = m_permutations[ii+m_permutations[jj+m_permutations[kk+m_permutations[ll]]]] % 32;
    int gi1 = m_permutations[ii+i1+m_permutations[jj+j1+m_permutations[kk+k1+m_permutations[ll+l1]]]] % 32;
    int gi2 = m_permutations[ii+i2+m_permutations[jj+j2+m_permutations[kk+k2+m_permutations[ll+l2]]]] % 32;
    int gi3 = m_permutations[ii+i3+m_permutations[jj+j3+m_permutations[kk+k3+m_permutations[ll+l3]]]] % 32;
    int gi4 = m_permutations[ii+1+m_permutations[jj+1+m_permutations[kk+1+m_permutations[ll+1]]]] % 32;

    // Calculate the contribution from the five corners
    float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0;
    if (t0 < 0)
	{
		n0 = 0.0f;
	}
    else 
	{
        t0 *= t0;
        n0 = t0 * t0 * Dot(m_gradiant4D[gi0], x0, y0, z0, w0);
    }

    float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1 - w1*w1;
    if(t1 < 0) 
	{
		n1 = 0.0f;
	}
    else 
	{
        t1 *= t1;
        n1 = t1 * t1 * Dot(m_gradiant4D[gi1], x1, y1, z1, w1);
    }

    float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2 - w2*w2;
    if (t2 < 0) 
	{
		n2 = 0.0f;
	}
    else 
	{
        t2 *= t2;
        n2 = t2 * t2 * Dot(m_gradiant4D[gi2], x2, y2, z2, w2);
    }

    float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3 - w3*w3;
    if (t3 < 0) 
	{
		n3 = 0.0f;
	}
    else 
	{
        t3 *= t3;
        n3 = t3 * t3 * Dot(m_gradiant4D[gi3], x3, y3, z3, w3);
    }

    float t4 = 0.6f - x4*x4 - y4*y4 - z4*z4 - w4*w4;
    if (t4 < 0) 
	{
		n4 = 0.0f;
	}
    else 
	{
        t4 *= t4;
        n4 = t4 * t4 * Dot(m_gradiant4D[gi4], x4, y4, z4, w4);
    }

    // Sum up and scale the result to cover the range [-1,1]
    return 27.0f * (n0 + n1 + n2 + n3 + n4);
}
Ejemplo n.º 7
0
float SimplexNoise::Raw_Sample_3D(float x, float y, float z)
{
    float n0, n1, n2, n3; // Noise contributions from the four corners

    // Skew the input space to determine which simplex cell we're in
    float F3 = 1.0f/3.0f;
    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 G3 = 1.0f/6.0f; // Very nice and simple unskew factor, too
    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)
	{
		// X Y Z order
        if (y0 >= z0) 
		{ 
			i1=1; 
			j1=0; 
			k1=0; 
			i2=1; 
			j2=1; 
			k2=0; 
		} 
        // X Z Y order
		else if (x0 >= z0) 
		{ 
			i1=1; 
			j1=0; 
			k1=0; 
			i2=1; 
			j2=0; 
			k2=1; 
		} 
		// Z X Y order
        else 
		{ 
			i1=0; 
			j1=0; 
			k1=1; 
			i2=1; 
			j2=0; 
			k2=1; 
		} 
    }
	// x0<y0
    else 
	{ 
		// Z Y X order
        if (y0 < z0) 
		{ 
			i1=0; 
			j1=0; 
			k1=1; 
			i2=0; 
			j2=1; 
			k2=1; 
		} 
		// Y Z X order
        else if (x0 < z0) 
		{ 
			i1=0; 
			j1=1; 
			k1=0; 
			i2=0; 
			j2=1; 
			k2=1; 
		} 
		// Y X Z order
        else 
		{ 
			i1=0; 
			j1=1; 
			k1=0; 
			i2=1; 
			j2=1; 
			k2=0; 
		} 
    }

    // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
    // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
    // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
    // c = 1/6.
    float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
    float y1 = y0 - j1 + G3;
    float z1 = z0 - k1 + G3;
    float x2 = x0 - i2 + 2.0f*G3; // Offsets for third corner in (x,y,z) coords
    float y2 = y0 - j2 + 2.0f*G3;
    float z2 = z0 - k2 + 2.0f*G3;
    float x3 = x0 - 1.0f + 3.0f*G3; // Offsets for last corner in (x,y,z) coords
    float y3 = y0 - 1.0f + 3.0f*G3;
    float z3 = z0 - 1.0f + 3.0f*G3;

    // Work out the hashed gradient indices of the four simplex corners
    int ii = i & 255;
    int jj = j & 255;
    int kk = k & 255;
    int gi0 = m_permutations[ii+m_permutations[jj+m_permutations[kk]]] % 12;
    int gi1 = m_permutations[ii+i1+m_permutations[jj+j1+m_permutations[kk+k1]]] % 12;
    int gi2 = m_permutations[ii+i2+m_permutations[jj+j2+m_permutations[kk+k2]]] % 12;
    int gi3 = m_permutations[ii+1+m_permutations[jj+1+m_permutations[kk+1]]] % 12;

    // Calculate the contribution from the four corners
    float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
    if (t0 < 0) 
	{
		n0 = 0.0f;
	}
    else 
	{
        t0 *= t0;
        n0 = t0 * t0 * Dot(m_gradiant3D[gi0], x0, y0, z0);
    }

    float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
    if (t1 < 0) 
	{
		n1 = 0.0f;
	}
    else 
	{
        t1 *= t1;
        n1 = t1 * t1 * Dot(m_gradiant3D[gi1], x1, y1, z1);
    }

    float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
    if (t2 < 0) 
	{
		n2 = 0.0f;
	}
    else 
	{
        t2 *= t2;
        n2 = t2 * t2 * Dot(m_gradiant3D[gi2], x2, y2, z2);
    }

    float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
    if (t3 < 0)
	{
		n3 = 0.0f;
	}
    else 
	{
        t3 *= t3;
        n3 = t3 * t3 * Dot(m_gradiant3D[gi3], x3, y3, z3);
    }

    // Add contributions from each corner to get the final noise value.
    // The result is scaled to stay just inside [-1,1]
    return 32.0f*(n0 + n1 + n2 + n3);
}
Ejemplo n.º 8
0
//-----------------------------------------------------------------------------------------------
// Perlin noise is fractal noise with "gradient vector smoothing" applied.
//
// In 4D, gradients are unit-length hyper-vectors in random (4D) directions.
//
float Compute4dPerlinNoise( float posX, float posY, float posZ, float posT, float scale, unsigned int numOctaves, float octavePersistence, float octaveScale, bool renormalize, unsigned int seed )
{
	const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave

	const Vector4 gradients[ 16 ] = // Hard to tell if this is any better in 4D than just having 8
	{
		Vector4( +0.5f, +0.5f, +0.5f, +0.5f ), // Normalized unit 4D vectors pointing toward each
		Vector4( -0.5f, +0.5f, +0.5f, +0.5f ), //  of the 16 hypercube corners, so components are
		Vector4( +0.5f, -0.5f, +0.5f, +0.5f ), //  all sqrt(4)/4, i.e. one-half.
		Vector4( -0.5f, -0.5f, +0.5f, +0.5f ), // 
		Vector4( +0.5f, +0.5f, -0.5f, +0.5f ), // It's hard to tell whether these are any better
		Vector4( -0.5f, +0.5f, -0.5f, +0.5f ), //  or worse than vectors facing axes (1,0,0,0) or
		Vector4( +0.5f, -0.5f, -0.5f, +0.5f ), //  3D edges (.7,.7,0,0) or 4D edges (.57,.57,.57,0)
		Vector4( -0.5f, -0.5f, -0.5f, +0.5f ), //  but less-axial gradients looked a little better
		Vector4( +0.5f, +0.5f, +0.5f, -0.5f ), //  with 2D and 3D noise so I'm assuming this is as
		Vector4( -0.5f, +0.5f, +0.5f, -0.5f ), //  good or better as any other gradient-selection
		Vector4( +0.5f, -0.5f, +0.5f, -0.5f ), //  scheme (and is crazy-fast).  *shrug*
		Vector4( -0.5f, -0.5f, +0.5f, -0.5f ), // 
		Vector4( +0.5f, +0.5f, -0.5f, -0.5f ), // Plus, we want a power-of-two number of evenly-
		Vector4( -0.5f, +0.5f, -0.5f, -0.5f ), //  distributed gradients, so we can cheaply select
		Vector4( +0.5f, -0.5f, -0.5f, -0.5f ), //  one from bit-noise (use bit-mask, not modulus).
		Vector4( -0.5f, -0.5f, -0.5f, -0.5f )  // 
	};

	float totalNoise = 0.f;
	float totalAmplitude = 0.f;
	float currentAmplitude = 1.f;
	float invScale = (1.f / scale);
	Vector4 currentPos( posX * invScale, posY * invScale, posZ * invScale, posT * invScale );

	for( unsigned int octaveNum = 0; octaveNum < numOctaves; ++ octaveNum )
	{
		// Determine random unit "gradient vectors" for 16 surrounding 4D (hypercube) cell corners
		Vector4 cellMins( FastFloor( currentPos.x ), FastFloor( currentPos.y ), FastFloor( currentPos.z ), FastFloor( currentPos.w ) );
		Vector4 cellMaxs( cellMins.x + 1.f, cellMins.y + 1.f, cellMins.z + 1.f, cellMins.w + 1.f );
		int indexWestX   = (int) cellMins.x;
		int indexSouthY  = (int) cellMins.y;
		int indexBelowZ  = (int) cellMins.z;
		int indexBeforeT = (int) cellMins.w;
		int indexEastX  = indexWestX   + 1;
		int indexNorthY = indexSouthY  + 1;
		int indexAboveZ = indexBelowZ  + 1;
		int indexAfterT = indexBeforeT + 1;

		// "BeforeBSW" stands for "BeforeBelowSouthWest" below (i.e. 4D hypercube mins), etc.
		unsigned int noiseBeforeBSW = Get4dNoiseUint( indexWestX, indexSouthY, indexBelowZ, indexBeforeT, seed );
		unsigned int noiseBeforeBSE = Get4dNoiseUint( indexEastX, indexSouthY, indexBelowZ, indexBeforeT, seed );
		unsigned int noiseBeforeBNW = Get4dNoiseUint( indexWestX, indexNorthY, indexBelowZ, indexBeforeT, seed );
		unsigned int noiseBeforeBNE = Get4dNoiseUint( indexEastX, indexNorthY, indexBelowZ, indexBeforeT, seed );
		unsigned int noiseBeforeASW = Get4dNoiseUint( indexWestX, indexSouthY, indexAboveZ, indexBeforeT, seed );
		unsigned int noiseBeforeASE = Get4dNoiseUint( indexEastX, indexSouthY, indexAboveZ, indexBeforeT, seed );
		unsigned int noiseBeforeANW = Get4dNoiseUint( indexWestX, indexNorthY, indexAboveZ, indexBeforeT, seed );
		unsigned int noiseBeforeANE = Get4dNoiseUint( indexEastX, indexNorthY, indexAboveZ, indexBeforeT, seed );
		unsigned int noiseAfterBSW = Get4dNoiseUint( indexWestX, indexSouthY, indexBelowZ, indexAfterT, seed );
		unsigned int noiseAfterBSE = Get4dNoiseUint( indexEastX, indexSouthY, indexBelowZ, indexAfterT, seed );
		unsigned int noiseAfterBNW = Get4dNoiseUint( indexWestX, indexNorthY, indexBelowZ, indexAfterT, seed );
		unsigned int noiseAfterBNE = Get4dNoiseUint( indexEastX, indexNorthY, indexBelowZ, indexAfterT, seed );
		unsigned int noiseAfterASW = Get4dNoiseUint( indexWestX, indexSouthY, indexAboveZ, indexAfterT, seed );
		unsigned int noiseAfterASE = Get4dNoiseUint( indexEastX, indexSouthY, indexAboveZ, indexAfterT, seed );
		unsigned int noiseAfterANW = Get4dNoiseUint( indexWestX, indexNorthY, indexAboveZ, indexAfterT, seed );
		unsigned int noiseAfterANE = Get4dNoiseUint( indexEastX, indexNorthY, indexAboveZ, indexAfterT, seed );

		Vector4 gradientBeforeBSW = gradients[ noiseBeforeBSW & 0x0000000F ];
		Vector4 gradientBeforeBSE = gradients[ noiseBeforeBSE & 0x0000000F ];
		Vector4 gradientBeforeBNW = gradients[ noiseBeforeBNW & 0x0000000F ];
		Vector4 gradientBeforeBNE = gradients[ noiseBeforeBNE & 0x0000000F ];
		Vector4 gradientBeforeASW = gradients[ noiseBeforeASW & 0x0000000F ];
		Vector4 gradientBeforeASE = gradients[ noiseBeforeASE & 0x0000000F ];
		Vector4 gradientBeforeANW = gradients[ noiseBeforeANW & 0x0000000F ];
		Vector4 gradientBeforeANE = gradients[ noiseBeforeANE & 0x0000000F ];
		Vector4 gradientAfterBSW = gradients[ noiseAfterBSW & 0x0000000F ];
		Vector4 gradientAfterBSE = gradients[ noiseAfterBSE & 0x0000000F ];
		Vector4 gradientAfterBNW = gradients[ noiseAfterBNW & 0x0000000F ];
		Vector4 gradientAfterBNE = gradients[ noiseAfterBNE & 0x0000000F ];
		Vector4 gradientAfterASW = gradients[ noiseAfterASW & 0x0000000F ];
		Vector4 gradientAfterASE = gradients[ noiseAfterASE & 0x0000000F ];
		Vector4 gradientAfterANW = gradients[ noiseAfterANW & 0x0000000F ];
		Vector4 gradientAfterANE = gradients[ noiseAfterANE & 0x0000000F ];

		// Dot each corner's gradient with displacement from corner to position
		Vector4 displacementFromBeforeBSW( currentPos.x - cellMins.x, currentPos.y - cellMins.y, currentPos.z - cellMins.z, currentPos.w - cellMins.w );
		Vector4 displacementFromBeforeBSE( currentPos.x - cellMaxs.x, currentPos.y - cellMins.y, currentPos.z - cellMins.z, currentPos.w - cellMins.w );
		Vector4 displacementFromBeforeBNW( currentPos.x - cellMins.x, currentPos.y - cellMaxs.y, currentPos.z - cellMins.z, currentPos.w - cellMins.w );
		Vector4 displacementFromBeforeBNE( currentPos.x - cellMaxs.x, currentPos.y - cellMaxs.y, currentPos.z - cellMins.z, currentPos.w - cellMins.w );
		Vector4 displacementFromBeforeASW( currentPos.x - cellMins.x, currentPos.y - cellMins.y, currentPos.z - cellMaxs.z, currentPos.w - cellMins.w );
		Vector4 displacementFromBeforeASE( currentPos.x - cellMaxs.x, currentPos.y - cellMins.y, currentPos.z - cellMaxs.z, currentPos.w - cellMins.w );
		Vector4 displacementFromBeforeANW( currentPos.x - cellMins.x, currentPos.y - cellMaxs.y, currentPos.z - cellMaxs.z, currentPos.w - cellMins.w );
		Vector4 displacementFromBeforeANE( currentPos.x - cellMaxs.x, currentPos.y - cellMaxs.y, currentPos.z - cellMaxs.z, currentPos.w - cellMins.w );
		Vector4 displacementFromAfterBSW( currentPos.x - cellMins.x, currentPos.y - cellMins.y, currentPos.z - cellMins.z, currentPos.w - cellMaxs.w );
		Vector4 displacementFromAfterBSE( currentPos.x - cellMaxs.x, currentPos.y - cellMins.y, currentPos.z - cellMins.z, currentPos.w - cellMaxs.w );
		Vector4 displacementFromAfterBNW( currentPos.x - cellMins.x, currentPos.y - cellMaxs.y, currentPos.z - cellMins.z, currentPos.w - cellMaxs.w );
		Vector4 displacementFromAfterBNE( currentPos.x - cellMaxs.x, currentPos.y - cellMaxs.y, currentPos.z - cellMins.z, currentPos.w - cellMaxs.w );
		Vector4 displacementFromAfterASW( currentPos.x - cellMins.x, currentPos.y - cellMins.y, currentPos.z - cellMaxs.z, currentPos.w - cellMaxs.w );
		Vector4 displacementFromAfterASE( currentPos.x - cellMaxs.x, currentPos.y - cellMins.y, currentPos.z - cellMaxs.z, currentPos.w - cellMaxs.w );
		Vector4 displacementFromAfterANW( currentPos.x - cellMins.x, currentPos.y - cellMaxs.y, currentPos.z - cellMaxs.z, currentPos.w - cellMaxs.w );
		Vector4 displacementFromAfterANE( currentPos.x - cellMaxs.x, currentPos.y - cellMaxs.y, currentPos.z - cellMaxs.z, currentPos.w - cellMaxs.w );

		float dotBeforeBSW = MathUtils::Dot( gradientBeforeBSW, displacementFromBeforeBSW );
		float dotBeforeBSE = MathUtils::Dot( gradientBeforeBSE, displacementFromBeforeBSE );
		float dotBeforeBNW = MathUtils::Dot( gradientBeforeBNW, displacementFromBeforeBNW );
		float dotBeforeBNE = MathUtils::Dot( gradientBeforeBNE, displacementFromBeforeBNE );
		float dotBeforeASW = MathUtils::Dot( gradientBeforeASW, displacementFromBeforeASW );
		float dotBeforeASE = MathUtils::Dot( gradientBeforeASE, displacementFromBeforeASE );
		float dotBeforeANW = MathUtils::Dot( gradientBeforeANW, displacementFromBeforeANW );
		float dotBeforeANE = MathUtils::Dot( gradientBeforeANE, displacementFromBeforeANE );
		float dotAfterBSW =  MathUtils::Dot( gradientAfterBSW, displacementFromAfterBSW );
		float dotAfterBSE =  MathUtils::Dot( gradientAfterBSE, displacementFromAfterBSE );
		float dotAfterBNW =  MathUtils::Dot( gradientAfterBNW, displacementFromAfterBNW );
		float dotAfterBNE =  MathUtils::Dot( gradientAfterBNE, displacementFromAfterBNE );
		float dotAfterASW =  MathUtils::Dot( gradientAfterASW, displacementFromAfterASW );
		float dotAfterASE =  MathUtils::Dot( gradientAfterASE, displacementFromAfterASE );
		float dotAfterANW =  MathUtils::Dot( gradientAfterANW, displacementFromAfterANW );
		float dotAfterANE =  MathUtils::Dot( gradientAfterANE, displacementFromAfterANE );

		// Do a smoothed (nonlinear) weighted average of dot results
		float weightEast  = SmoothStep( displacementFromBeforeBSW.x );
		float weightNorth = SmoothStep( displacementFromBeforeBSW.y );
		float weightAbove = SmoothStep( displacementFromBeforeBSW.z );
		float weightAfter = SmoothStep( displacementFromBeforeBSW.w );
		float weightWest   = 1.f - weightEast;
		float weightSouth  = 1.f - weightNorth;
		float weightBelow  = 1.f - weightAbove;
		float weightBefore = 1.f - weightAfter;

		// 16-way blend (16 -> 8 -> 4 -> 2 -> 1)
		float blendBeforeBelowSouth	= (weightEast * dotBeforeBSE) + (weightWest * dotBeforeBSW);
		float blendBeforeBelowNorth	= (weightEast * dotBeforeBNE) + (weightWest * dotBeforeBNW);
		float blendBeforeAboveSouth	= (weightEast * dotBeforeASE) + (weightWest * dotBeforeASW);
		float blendBeforeAboveNorth	= (weightEast * dotBeforeANE) + (weightWest * dotBeforeANW);
		float blendAfterBelowSouth  = (weightEast * dotAfterBSE)  + (weightWest * dotAfterBSW);
		float blendAfterBelowNorth  = (weightEast * dotAfterBNE)  + (weightWest * dotAfterBNW);
		float blendAfterAboveSouth  = (weightEast * dotAfterASE)  + (weightWest * dotAfterASW);
		float blendAfterAboveNorth  = (weightEast * dotAfterANE)  + (weightWest * dotAfterANW);
		float blendBeforeBelow = (weightSouth * blendBeforeBelowSouth) + (weightNorth * blendBeforeBelowNorth);
		float blendBeforeAbove = (weightSouth * blendBeforeAboveSouth) + (weightNorth * blendBeforeAboveNorth);
		float blendAfterBelow  = (weightSouth * blendAfterBelowSouth)  + (weightNorth * blendAfterBelowNorth);
		float blendAfterAbove  = (weightSouth * blendAfterAboveSouth)  + (weightNorth * blendAfterAboveNorth);
		float blendBefore = (weightBelow * blendBeforeBelow) + (weightAbove * blendBeforeAbove);
		float blendAfter  = (weightBelow * blendAfterBelow) + (weightAbove * blendAfterAbove);
		float blendTotal = (weightBefore * blendBefore) + (weightAfter * blendAfter);
		float noiseThisOctave = 1.6f * blendTotal; // 4D Perlin is in ~[-.5,.5]; map to ~[-1,1]

		// Accumulate results and prepare for next octave (if any)
		totalNoise += noiseThisOctave * currentAmplitude;
		totalAmplitude += currentAmplitude;
		currentAmplitude *= octavePersistence;
		currentPos *= octaveScale;
		currentPos.x += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		currentPos.y += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		currentPos.z += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		currentPos.w += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		++ seed; // Eliminates octaves "echoing" each other (since each octave is uniquely seeded)
	}

	// Re-normalize total noise to within [-1,1] and fix octaves pulling us far away from limits
	if( renormalize && totalAmplitude > 0.f )
	{
		totalNoise /= totalAmplitude;				// Amplitude exceeds 1.0 if octaves are used
		totalNoise = (totalNoise * 0.5f) + 0.5f;	// Map to [0,1]
		totalNoise = SmoothStep( totalNoise );		// Push towards extents (octaves pull us away)
		totalNoise = (totalNoise * 2.0f) - 1.f;		// Map back to [-1,1]
	}

	return totalNoise;
}
Ejemplo n.º 9
0
//-----------------------------------------------------------------------------------------------
// Perlin noise is fractal noise with "gradient vector smoothing" applied.
//
// In 3D, gradients are unit-length vectors in random (3D) directions.
//
float Compute3dPerlinNoise( float posX, float posY, float posZ, float scale, unsigned int numOctaves, float octavePersistence, float octaveScale, bool renormalize, unsigned int seed )
{
	const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave

	const Vector3 gradients[ 8 ] = // Traditional "12 edges" requires modulus and isn't any better.
	{
		Vector3( +fSQRT_3_OVER_3, +fSQRT_3_OVER_3, +fSQRT_3_OVER_3 ), // Normalized unit 3D vectors
		Vector3( -fSQRT_3_OVER_3, +fSQRT_3_OVER_3, +fSQRT_3_OVER_3 ), //  pointing toward cube
		Vector3( +fSQRT_3_OVER_3, -fSQRT_3_OVER_3, +fSQRT_3_OVER_3 ), //  corners, so components
		Vector3( -fSQRT_3_OVER_3, -fSQRT_3_OVER_3, +fSQRT_3_OVER_3 ), //  are all sqrt(3)/3, i.e.
		Vector3( +fSQRT_3_OVER_3, +fSQRT_3_OVER_3, -fSQRT_3_OVER_3 ), // 0.5773502691896257645091f.
		Vector3( -fSQRT_3_OVER_3, +fSQRT_3_OVER_3, -fSQRT_3_OVER_3 ), // These are slightly better
		Vector3( +fSQRT_3_OVER_3, -fSQRT_3_OVER_3, -fSQRT_3_OVER_3 ), // than axes (1,0,0) and much
		Vector3( -fSQRT_3_OVER_3, -fSQRT_3_OVER_3, -fSQRT_3_OVER_3 )  // faster than edges (1,1,0).
	};

	float totalNoise = 0.f;
	float totalAmplitude = 0.f;
	float currentAmplitude = 1.f;
	float invScale = (1.f / scale);
	Vector3 currentPos( posX * invScale, posY * invScale, posZ * invScale );

	for( unsigned int octaveNum = 0; octaveNum < numOctaves; ++ octaveNum )
	{
		// Determine random unit "gradient vectors" for surrounding corners
		Vector3 cellMins( FastFloor( currentPos.x ), FastFloor( currentPos.y ), FastFloor( currentPos.z ) );
		Vector3 cellMaxs( cellMins.x + 1.f, cellMins.y + 1.f, cellMins.z + 1.f );
		int indexWestX  = (int) cellMins.x;
		int indexSouthY = (int) cellMins.y;
		int indexBelowZ = (int) cellMins.z;
		int indexEastX  = indexWestX  + 1;
		int indexNorthY = indexSouthY + 1;
		int indexAboveZ = indexBelowZ + 1;

		unsigned int noiseBelowSW = Get3dNoiseUint( indexWestX, indexSouthY, indexBelowZ, seed );
		unsigned int noiseBelowSE = Get3dNoiseUint( indexEastX, indexSouthY, indexBelowZ, seed );
		unsigned int noiseBelowNW = Get3dNoiseUint( indexWestX, indexNorthY, indexBelowZ, seed );
		unsigned int noiseBelowNE = Get3dNoiseUint( indexEastX, indexNorthY, indexBelowZ, seed );
		unsigned int noiseAboveSW = Get3dNoiseUint( indexWestX, indexSouthY, indexAboveZ, seed );
		unsigned int noiseAboveSE = Get3dNoiseUint( indexEastX, indexSouthY, indexAboveZ, seed );
		unsigned int noiseAboveNW = Get3dNoiseUint( indexWestX, indexNorthY, indexAboveZ, seed );
		unsigned int noiseAboveNE = Get3dNoiseUint( indexEastX, indexNorthY, indexAboveZ, seed );

		Vector3 gradientBelowSW = gradients[ noiseBelowSW & 0x00000007 ];
		Vector3 gradientBelowSE = gradients[ noiseBelowSE & 0x00000007 ];
		Vector3 gradientBelowNW = gradients[ noiseBelowNW & 0x00000007 ];
		Vector3 gradientBelowNE = gradients[ noiseBelowNE & 0x00000007 ];
		Vector3 gradientAboveSW = gradients[ noiseAboveSW & 0x00000007 ];
		Vector3 gradientAboveSE = gradients[ noiseAboveSE & 0x00000007 ];
		Vector3 gradientAboveNW = gradients[ noiseAboveNW & 0x00000007 ];
		Vector3 gradientAboveNE = gradients[ noiseAboveNE & 0x00000007 ];

		// Dot each corner's gradient with displacement from corner to position
		Vector3 displacementFromBelowSW( currentPos.x - cellMins.x, currentPos.y - cellMins.y, currentPos.z - cellMins.z );
		Vector3 displacementFromBelowSE( currentPos.x - cellMaxs.x, currentPos.y - cellMins.y, currentPos.z - cellMins.z );
		Vector3 displacementFromBelowNW( currentPos.x - cellMins.x, currentPos.y - cellMaxs.y, currentPos.z - cellMins.z );
		Vector3 displacementFromBelowNE( currentPos.x - cellMaxs.x, currentPos.y - cellMaxs.y, currentPos.z - cellMins.z );
		Vector3 displacementFromAboveSW( currentPos.x - cellMins.x, currentPos.y - cellMins.y, currentPos.z - cellMaxs.z );
		Vector3 displacementFromAboveSE( currentPos.x - cellMaxs.x, currentPos.y - cellMins.y, currentPos.z - cellMaxs.z );
		Vector3 displacementFromAboveNW( currentPos.x - cellMins.x, currentPos.y - cellMaxs.y, currentPos.z - cellMaxs.z );
		Vector3 displacementFromAboveNE( currentPos.x - cellMaxs.x, currentPos.y - cellMaxs.y, currentPos.z - cellMaxs.z );

		float dotBelowSW = MathUtils::Dot( gradientBelowSW, displacementFromBelowSW );
		float dotBelowSE = MathUtils::Dot( gradientBelowSE, displacementFromBelowSE );
		float dotBelowNW = MathUtils::Dot( gradientBelowNW, displacementFromBelowNW );
		float dotBelowNE = MathUtils::Dot( gradientBelowNE, displacementFromBelowNE );
		float dotAboveSW = MathUtils::Dot( gradientAboveSW, displacementFromAboveSW );
		float dotAboveSE = MathUtils::Dot( gradientAboveSE, displacementFromAboveSE );
		float dotAboveNW = MathUtils::Dot( gradientAboveNW, displacementFromAboveNW );
		float dotAboveNE = MathUtils::Dot( gradientAboveNE, displacementFromAboveNE );

		// Do a smoothed (nonlinear) weighted average of dot results
		float weightEast  = SmoothStep5( displacementFromBelowSW.x );
		float weightNorth = SmoothStep5( displacementFromBelowSW.y );
		float weightAbove = SmoothStep5( displacementFromBelowSW.z );
		float weightWest  = 1.f - weightEast;
		float weightSouth = 1.f - weightNorth;
		float weightBelow = 1.f - weightAbove;

		// 8-way blend (8 -> 4 -> 2 -> 1)
		float blendBelowSouth = (weightEast * dotBelowSE) + (weightWest * dotBelowSW);
		float blendBelowNorth = (weightEast * dotBelowNE) + (weightWest * dotBelowNW);
		float blendAboveSouth = (weightEast * dotAboveSE) + (weightWest * dotAboveSW);
		float blendAboveNorth = (weightEast * dotAboveNE) + (weightWest * dotAboveNW);
		float blendBelow = (weightSouth * blendBelowSouth) + (weightNorth * blendBelowNorth);
		float blendAbove = (weightSouth * blendAboveSouth) + (weightNorth * blendAboveNorth);
		float blendTotal = (weightBelow * blendBelow) + (weightAbove * blendAbove);
		float noiseThisOctave = 1.66666666f * blendTotal; // 3D Perlin is ~[-.6,.6]; map to ~[-1,1]

		// Accumulate results and prepare for next octave (if any)
		totalNoise += noiseThisOctave * currentAmplitude;
		totalAmplitude += currentAmplitude;
		currentAmplitude *= octavePersistence;
		currentPos *= octaveScale;
		currentPos.x += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		currentPos.y += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		currentPos.z += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		++ seed; // Eliminates octaves "echoing" each other (since each octave is uniquely seeded)
	}

	// Re-normalize total noise to within [-1,1] and fix octaves pulling us far away from limits
	if( renormalize && totalAmplitude > 0.f )
	{
		totalNoise /= totalAmplitude;				// Amplitude exceeds 1.0 if octaves are used
		totalNoise = (totalNoise * 0.5f) + 0.5f;	// Map to [0,1]
		totalNoise = SmoothStep( totalNoise );		// Push towards extents (octaves pull us away)
		totalNoise = (totalNoise * 2.0f) - 1.f;		// Map back to [-1,1]
	}

	return totalNoise;
}
Ejemplo n.º 10
0
//-----------------------------------------------------------------------------------------------
// Perlin noise is fractal noise with "gradient vector smoothing" applied.
//
// In 2D, gradients are unit-length vectors in various directions with even angular distribution.
//
float Compute2dPerlinNoise( float posX, float posY, float scale, unsigned int numOctaves, float octavePersistence, float octaveScale, bool renormalize, unsigned int seed )
{
	const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
	const Vector2 gradients[ 8 ] = // Normalized unit vectors in 8 quarter-cardinal directions
	{
		Vector2( +0.923879533f, +0.382683432f ), // 22.5 degrees
		Vector2( +0.382683432f, +0.923879533f ), // 67.5 degrees
		Vector2( -0.382683432f, +0.923879533f ), // 112.5 degrees
		Vector2( -0.923879533f, +0.382683432f ), // 157.5 degrees
		Vector2( -0.923879533f, -0.382683432f ), // 202.5 degrees
		Vector2( -0.382683432f, -0.923879533f ), // 247.5 degrees
		Vector2( +0.382683432f, -0.923879533f ), // 292.5 degrees
		Vector2( +0.923879533f, -0.382683432f )	 // 337.5 degrees
	};

	float totalNoise = 0.f;
	float totalAmplitude = 0.f;
	float currentAmplitude = 1.f;
	float invScale = (1.f / scale);
	Vector2 currentPos( posX * invScale, posY * invScale );

	for( unsigned int octaveNum = 0; octaveNum < numOctaves; ++ octaveNum )
	{
		// Determine random unit "gradient vectors" for surrounding corners
		Vector2 cellMins( FastFloor( currentPos.x ), FastFloor( currentPos.y ) );
		Vector2 cellMaxs( cellMins.x + 1.f, cellMins.y + 1.f );
		int indexWestX  = (int) cellMins.x;
		int indexSouthY = (int) cellMins.y;
		int indexEastX  = indexWestX  + 1;
		int indexNorthY = indexSouthY + 1;

		unsigned int noiseSW = Get2dNoiseUint( indexWestX, indexSouthY, seed );
		unsigned int noiseSE = Get2dNoiseUint( indexEastX, indexSouthY, seed );
		unsigned int noiseNW = Get2dNoiseUint( indexWestX, indexNorthY, seed );
		unsigned int noiseNE = Get2dNoiseUint( indexEastX, indexNorthY, seed );

		Vector2 gradientSW = gradients[ noiseSW & 0x00000007 ];
		Vector2 gradientSE = gradients[ noiseSE & 0x00000007 ];
		Vector2 gradientNW = gradients[ noiseNW & 0x00000007 ];
		Vector2 gradientNE = gradients[ noiseNE & 0x00000007 ];

		// Dot each corner's gradient with displacement from corner to position
		Vector2 displacementFromSW( currentPos.x - cellMins.x, currentPos.y - cellMins.y );
		Vector2 displacementFromSE( currentPos.x - cellMaxs.x, currentPos.y - cellMins.y );
		Vector2 displacementFromNW( currentPos.x - cellMins.x, currentPos.y - cellMaxs.y );
		Vector2 displacementFromNE( currentPos.x - cellMaxs.x, currentPos.y - cellMaxs.y );

		float dotSouthWest = MathUtils::Dot( gradientSW, displacementFromSW );
		float dotSouthEast = MathUtils::Dot( gradientSE, displacementFromSE );
		float dotNorthWest = MathUtils::Dot( gradientNW, displacementFromNW );
		float dotNorthEast = MathUtils::Dot( gradientNE, displacementFromNE );

		// Do a smoothed (nonlinear) weighted average of dot results
		float weightEast = SmoothStep5( displacementFromSW.x );
		float weightNorth = SmoothStep5( displacementFromSW.y );
		float weightWest = 1.f - weightEast;
		float weightSouth = 1.f - weightNorth;

		float blendSouth = (weightEast * dotSouthEast) + (weightWest * dotSouthWest);
		float blendNorth = (weightEast * dotNorthEast) + (weightWest * dotNorthWest);
		float blendTotal = (weightSouth * blendSouth) + (weightNorth * blendNorth);
		float noiseThisOctave = 1.5f * blendTotal; // 2D Perlin is in ~[-.66,.66]; map to ~[-1,1]
		
		// Accumulate results and prepare for next octave (if any)
		totalNoise += noiseThisOctave * currentAmplitude;
		totalAmplitude += currentAmplitude;
		currentAmplitude *= octavePersistence;
		currentPos *= octaveScale;
		currentPos.x += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		currentPos.y += OCTAVE_OFFSET; // Add "irrational" offset to de-align octave grids
		++ seed; // Eliminates octaves "echoing" each other (since each octave is uniquely seeded)
	}

	// Re-normalize total noise to within [-1,1] and fix octaves pulling us far away from limits
	if( renormalize && totalAmplitude > 0.f )
	{
		totalNoise /= totalAmplitude;				// Amplitude exceeds 1.0 if octaves are used
		totalNoise = (totalNoise * 0.5f) + 0.5f;	// Map to [0,1]
		totalNoise = SmoothStep( totalNoise );		// Push towards extents (octaves pull us away)
		totalNoise = (totalNoise * 2.0f) - 1.f;		// Map back to [-1,1]
	}

	return totalNoise;
}
Ejemplo n.º 11
0
//-----------------------------------------------------------------------------------------------
float Compute4dFractalNoise( float posX, float posY, float posZ, float posT, float scale, unsigned int numOctaves, float octavePersistence, float octaveScale, bool renormalize, unsigned int seed )
{
	const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave

	float totalNoise = 0.f;
	float totalAmplitude = 0.f;
	float currentAmplitude = 1.f;
	float invScale = (1.f / scale);
	Vector4 currentPos( posX * invScale, posY * invScale, posZ * invScale, posT * invScale );

	for( unsigned int octaveNum = 0; octaveNum < numOctaves; ++ octaveNum )
	{
		// Determine noise values at nearby integer "grid point" positions
		Vector4 cellMins( FastFloor( currentPos.x ), FastFloor( currentPos.y ), FastFloor( currentPos.z ), FastFloor( currentPos.w ) );
		int indexWestX   = (int) cellMins.x;
		int indexSouthY  = (int) cellMins.y;
		int indexBelowZ  = (int) cellMins.z;
		int indexBeforeT = (int) cellMins.w;
		int indexEastX  = indexWestX + 1;
		int indexNorthY = indexSouthY + 1;
		int indexAboveZ = indexBelowZ + 1;
		int indexAfterT = indexBeforeT + 1;

		// Noise grid cell has 16 "corners" in 4D
		float beforeBelowSW = Get4dNoiseZeroToOne( indexWestX, indexSouthY, indexBelowZ, indexBeforeT, seed );
		float beforeBelowSE = Get4dNoiseZeroToOne( indexEastX, indexSouthY, indexBelowZ, indexBeforeT, seed );
		float beforeBelowNW = Get4dNoiseZeroToOne( indexWestX, indexNorthY, indexBelowZ, indexBeforeT, seed );
		float beforeBelowNE = Get4dNoiseZeroToOne( indexEastX, indexNorthY, indexBelowZ, indexBeforeT, seed );
		float beforeAboveSW = Get4dNoiseZeroToOne( indexWestX, indexSouthY, indexAboveZ, indexBeforeT, seed );
		float beforeAboveSE = Get4dNoiseZeroToOne( indexEastX, indexSouthY, indexAboveZ, indexBeforeT, seed );
		float beforeAboveNW = Get4dNoiseZeroToOne( indexWestX, indexNorthY, indexAboveZ, indexBeforeT, seed );
		float beforeAboveNE = Get4dNoiseZeroToOne( indexEastX, indexNorthY, indexAboveZ, indexBeforeT, seed );

		float afterBelowSW = Get4dNoiseZeroToOne( indexWestX, indexSouthY, indexBelowZ, indexAfterT, seed );
		float afterBelowSE = Get4dNoiseZeroToOne( indexEastX, indexSouthY, indexBelowZ, indexAfterT, seed );
		float afterBelowNW = Get4dNoiseZeroToOne( indexWestX, indexNorthY, indexBelowZ, indexAfterT, seed );
		float afterBelowNE = Get4dNoiseZeroToOne( indexEastX, indexNorthY, indexBelowZ, indexAfterT, seed );
		float afterAboveSW = Get4dNoiseZeroToOne( indexWestX, indexSouthY, indexAboveZ, indexAfterT, seed );
		float afterAboveSE = Get4dNoiseZeroToOne( indexEastX, indexSouthY, indexAboveZ, indexAfterT, seed );
		float afterAboveNW = Get4dNoiseZeroToOne( indexWestX, indexNorthY, indexAboveZ, indexAfterT, seed );
		float afterAboveNE = Get4dNoiseZeroToOne( indexEastX, indexNorthY, indexAboveZ, indexAfterT, seed );

		// Do a smoothed (nonlinear) weighted average of nearby grid point values
		Vector4 displacementFromMins = currentPos - cellMins;

		float weightEast	= SmoothStep( displacementFromMins.x );
		float weightNorth	= SmoothStep( displacementFromMins.y );
		float weightAbove	= SmoothStep( displacementFromMins.z );
		float weightAfter	= SmoothStep( displacementFromMins.w );
		float weightWest	= 1.f - weightEast;
		float weightSouth	= 1.f - weightNorth;
		float weightBelow	= 1.f - weightAbove;
		float weightBefore	= 1.f - weightAfter;

		// 16-way blend (16 -> 8 -> 4 -> 2 -> 1)
		float blendBeforeBelowSouth	= (weightEast * beforeBelowSE) + (weightWest * beforeBelowSW);
		float blendBeforeBelowNorth	= (weightEast * beforeBelowNE) + (weightWest * beforeBelowNW);
		float blendBeforeAboveSouth	= (weightEast * beforeAboveSE) + (weightWest * beforeAboveSW);
		float blendBeforeAboveNorth	= (weightEast * beforeAboveNE) + (weightWest * beforeAboveNW);
		float blendAfterBelowSouth  = (weightEast * afterBelowSE)  + (weightWest * afterBelowSW);
		float blendAfterBelowNorth  = (weightEast * afterBelowNE)  + (weightWest * afterBelowNW);
		float blendAfterAboveSouth  = (weightEast * afterAboveSE)  + (weightWest * afterAboveSW);
		float blendAfterAboveNorth  = (weightEast * afterAboveNE)  + (weightWest * afterAboveNW);
		float blendBeforeBelow = (weightSouth * blendBeforeBelowSouth) + (weightNorth * blendBeforeBelowNorth);
		float blendBeforeAbove = (weightSouth * blendBeforeAboveSouth) + (weightNorth * blendBeforeAboveNorth);
		float blendAfterBelow  = (weightSouth * blendAfterBelowSouth)  + (weightNorth * blendAfterBelowNorth);
		float blendAfterAbove  = (weightSouth * blendAfterAboveSouth)  + (weightNorth * blendAfterAboveNorth);
		float blendBefore = (weightBelow * blendBeforeBelow) + (weightAbove * blendBeforeAbove);
		float blendAfter  = (weightBelow * blendAfterBelow) + (weightAbove * blendAfterAbove);
		float blendTotal = (weightBefore * blendBefore) + (weightAfter * blendAfter);
		float noiseThisOctave = 2.f * (blendTotal - 0.5f); // Map from [0,1] to [-1,1]

		// Accumulate results and prepare for next octave (if any)
		totalNoise += noiseThisOctave * currentAmplitude;
		totalAmplitude += currentAmplitude;
		currentAmplitude *= octavePersistence;
		currentPos *= octaveScale;
		currentPos.x += OCTAVE_OFFSET; // Add "irrational" offsets to noise position components
		currentPos.y += OCTAVE_OFFSET; //	at each octave to break up their grid alignment
		currentPos.z += OCTAVE_OFFSET;
		currentPos.w += OCTAVE_OFFSET;
		++ seed; // Eliminates octaves "echoing" each other (since each octave is uniquely seeded)
	}

	// Re-normalize total noise to within [-1,1] and fix octaves pulling us far away from limits
	if( renormalize && totalAmplitude > 0.f )
	{
		totalNoise /= totalAmplitude;				// Amplitude exceeds 1.0 if octaves are used
		totalNoise = (totalNoise * 0.5f) + 0.5f;	// Map to [0,1]
		totalNoise = SmoothStep( totalNoise );		// Push towards extents (octaves pull us away)
		totalNoise = (totalNoise * 2.0f) - 1.f;		// Map back to [-1,1]
	}

	return totalNoise;
}
Ejemplo n.º 12
0
	//
	// 获得光照参数
	//
	BOOL CLightGrid::GetLightParams(DWORD dwChannel, const VEC3 *position, VEC4 *direction, VEC3 *ambient, VEC3 *diffuse, VEC3 *specular, VEC3 *rim, VEC3 *skyLower, VEC3 *skyUpper, VEC3 *indirectUp, VEC3 *indirectDown, VEC3 *indirectLeft, VEC3 *indirectRight, VEC3 *indirectFront, VEC3 *indirectBack) const
	{
		ASSERT(position);

		//
		// 1. 通道检查
		//
		if ((LIGHT_CHANNEL & dwChannel) == 0) {
			return FALSE;
		}

		//
		// 2. 获得光照参数
		//
		for (LightVolumeSet::const_iterator itVolume = m_volumes.begin(); itVolume != m_volumes.end(); ++itVolume) {
			const LIGHT_VOLUME *pVolume = *itVolume;
			ASSERT(pVolume);

			if (IsPointInAABB(&pVolume->aabb, (*position)[0], (*position)[1], (*position)[2])) {
				FLOAT posx = ((*position)[0] - pVolume->aabb.minVertex[0]) / pVolume->stepx;
				FLOAT posy = ((*position)[1] - pVolume->aabb.minVertex[1]) / pVolume->stepy;
				FLOAT posz = ((*position)[2] - pVolume->aabb.minVertex[2]) / pVolume->stepz;

				INT x = FastFloor(posx);
				INT y = FastFloor(posy);
				INT z = FastFloor(posz);

				FLOAT factor;
				FLOAT factorx = posx - x;
				FLOAT factory = posy - y;
				FLOAT factorz = posz - z;

				VEC3 _direction;
				VEC3 _ambient;
				VEC3 _diffuse;
				VEC3 _indirectUp;
				VEC3 _indirectDown;
				VEC3 _indirectLeft;
				VEC3 _indirectRight;
				VEC3 _indirectFront;
				VEC3 _indirectBack;
				Vec3Zero(&_direction);
				Vec3Zero(&_ambient);
				Vec3Zero(&_diffuse);
				Vec3Zero(&_indirectUp);
				Vec3Zero(&_indirectDown);
				Vec3Zero(&_indirectLeft);
				Vec3Zero(&_indirectRight);
				Vec3Zero(&_indirectFront);
				Vec3Zero(&_indirectBack);

				for (INT xx = 0; xx <= 1; xx++) {
					factorx = 1.0f - factorx;

					for (INT yy = 0; yy <= 1; yy++) {
						factory = 1.0f - factory;

						for (INT zz = 0; zz <= 1; zz++) {
							factorz = 1.0f - factorz;
							factor  = factorx * factory * factorz;

							if (LIGHT_POINT *pLightPoint = &pVolume->pppLightPoints[x + xx][y + yy][z + zz]) {
								VEC3 __direction;
								VEC3 __ambient;
								VEC3 __diffuse;
								VEC3 __indirectUp;
								VEC3 __indirectDown;
								VEC3 __indirectLeft;
								VEC3 __indirectRight;
								VEC3 __indirectFront;
								VEC3 __indirectBack;

								Vec3LatLongToDirection(&__direction, pLightPoint->direction);
								Vec3BytesToColor(&__ambient, pLightPoint->ambient);
								Vec3BytesToColor(&__diffuse, pLightPoint->diffuse);
								Vec3BytesToColor(&__indirectUp, pLightPoint->indirectup);
								Vec3BytesToColor(&__indirectDown, pLightPoint->indirectdown);
								Vec3BytesToColor(&__indirectLeft, pLightPoint->indirectleft);
								Vec3BytesToColor(&__indirectRight, pLightPoint->indirectright);
								Vec3BytesToColor(&__indirectFront, pLightPoint->indirectfront);
								Vec3BytesToColor(&__indirectBack, pLightPoint->indirectback);

								Vec3Ma(&_direction, &_direction, &__direction, factor);
								Vec3Ma(&_ambient, &_ambient, &__ambient, factor);
								Vec3Ma(&_diffuse, &_diffuse, &__diffuse, factor);
								Vec3Ma(&_indirectUp, &_diffuse, &__indirectUp, factor);
								Vec3Ma(&_indirectDown, &_diffuse, &__indirectDown, factor);
								Vec3Ma(&_indirectLeft, &_diffuse, &__indirectLeft, factor);
								Vec3Ma(&_indirectRight, &_diffuse, &__indirectRight, factor);
								Vec3Ma(&_indirectFront, &_diffuse, &__indirectFront, factor);
								Vec3Ma(&_indirectBack, &_diffuse, &__indirectBack, factor);
							}
						}
					}
				}

				Vec3Normalize(&_direction);
				Vec3Clamp(&_ambient);
				Vec3Clamp(&_diffuse);
				Vec3Clamp(&_indirectUp);
				Vec3Clamp(&_indirectDown);
				Vec3Clamp(&_indirectLeft);
				Vec3Clamp(&_indirectRight);
				Vec3Clamp(&_indirectFront);
				Vec3Clamp(&_indirectBack);

				static const FLOAT specularFactor = 0.8f;
				static const FLOAT rimFactor = 0.2f;
				static const FLOAT skyLowerFactor = 0.2f;
				static const FLOAT skyUpperFactor = 0.4f;

				if (direction) Vec4Set(direction, _direction[0], _direction[1], _direction[2], 0.0f);
				if (ambient) Vec3Set(ambient, _ambient[0], _ambient[1], _ambient[2]);
				if (diffuse) Vec3Set(diffuse, _diffuse[0], _diffuse[1], _diffuse[2]);
				if (specular) Vec3Set(specular, specularFactor * _diffuse[0], specularFactor * _diffuse[1], specularFactor * _diffuse[2]);
				if (rim) Vec3Set(rim, rimFactor * _diffuse[0], rimFactor * _diffuse[1], rimFactor * _diffuse[2]);
				if (skyLower) Vec3Set(skyLower, skyLowerFactor * _diffuse[0], skyLowerFactor * _diffuse[1], skyLowerFactor * _diffuse[2]);
				if (skyUpper) Vec3Set(skyUpper, skyUpperFactor * _diffuse[0], skyUpperFactor * _diffuse[1], skyUpperFactor * _diffuse[2]);
				if (indirectUp) Vec3Set(indirectUp, _indirectUp[0], _indirectUp[1], _indirectUp[2]);
				if (indirectDown) Vec3Set(indirectDown, _indirectDown[0], _indirectDown[1], _indirectDown[2]);
				if (indirectLeft) Vec3Set(indirectLeft, _indirectLeft[0], _indirectLeft[1], _indirectLeft[2]);
				if (indirectRight) Vec3Set(indirectRight, _indirectRight[0], _indirectRight[1], _indirectRight[2]);
				if (indirectFront) Vec3Set(indirectFront, _indirectFront[0], _indirectFront[1], _indirectFront[2]);
				if (indirectBack) Vec3Set(indirectBack, _indirectBack[0], _indirectBack[1], _indirectBack[2]);

				return TRUE;
			}
		}

		return FALSE;
	}