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/* | |
OneLoneCoder.com - What Is Perlin Noise? | |
"Mountains, Clouds, Worms Landscapes?" - @Javidx9 | |
License | |
~~~~~~~ | |
Copyright (C) 2018 Javidx9 | |
This program comes with ABSOLUTELY NO WARRANTY. | |
This is free software, and you are welcome to redistribute it | |
under certain conditions; See license for details. | |
Original works located at: | |
https://www.github.com/onelonecoder | |
https://www.onelonecoder.com | |
https://www.youtube.com/javidx9 | |
GNU GPLv3 | |
https://github.com/OneLoneCoder/videos/blob/master/LICENSE | |
From Javidx9 :) | |
~~~~~~~~~~~~~~~ | |
Hello! Ultimately I don't care what you use this for. It's intended to be | |
educational, and perhaps to the oddly minded - a little bit of fun. | |
Please hack this, change it and use it in any way you see fit. You acknowledge | |
that I am not responsible for anything bad that happens as a result of | |
your actions. However this code is protected by GNU GPLv3, see the license in the | |
github repo. This means you must attribute me if you use it. You can view this | |
license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE | |
Cheers! | |
Background | |
~~~~~~~~~~ | |
Noise is random - a bad thing when trying to procedurally generate content. Perlin | |
noise adds coherence at varying spatial scales which create natural looking noise | |
arrays. Perlin noise can be further processed into all sorts of assets, such as | |
mountains, maps, rooms, textures, data sets. | |
Author | |
~~~~~~ | |
Twitter: @javidx9 | |
Blog: www.onelonecoder.com | |
Video: | |
~~~~~~ | |
https://youtu.be/6-0UaeJBumA | |
Last Updated: 29/10/2017 | |
*/ | |
#include <iostream> | |
#include <string> | |
#include <algorithm> | |
using namespace std; | |
#include "olcConsoleGameEngine.h" | |
class OneLoneCoder_PerlinNoiseDemo : public olcConsoleGameEngine | |
{ | |
public: | |
OneLoneCoder_PerlinNoiseDemo() | |
{ | |
m_sAppName = L"Perlin Noise"; | |
} | |
private: | |
// 2D noise variables | |
int nOutputWidth = 256; | |
int nOutputHeight = 256; | |
float *fNoiseSeed2D = nullptr; | |
float *fPerlinNoise2D = nullptr; | |
// 1D noise variables | |
float *fNoiseSeed1D = nullptr; | |
float *fPerlinNoise1D = nullptr; | |
int nOutputSize = 256; | |
int nOctaveCount = 1; | |
float fScalingBias = 2.0f; | |
int nMode = 1; | |
virtual bool OnUserCreate() | |
{ | |
nOutputWidth = ScreenWidth(); | |
nOutputHeight = ScreenHeight(); | |
fNoiseSeed2D = new float[nOutputWidth * nOutputHeight]; | |
fPerlinNoise2D = new float[nOutputWidth * nOutputHeight]; | |
for (int i = 0; i < nOutputWidth * nOutputHeight; i++) fNoiseSeed2D[i] = (float)rand() / (float)RAND_MAX; | |
nOutputSize = ScreenWidth(); | |
fNoiseSeed1D = new float[nOutputSize]; | |
fPerlinNoise1D = new float[nOutputSize]; | |
for (int i = 0; i < nOutputSize; i++) fNoiseSeed1D[i] = (float)rand() / (float)RAND_MAX; | |
return true; | |
} | |
virtual bool OnUserUpdate(float fElapsedTime) | |
{ | |
Fill(0, 0, ScreenWidth(), ScreenHeight(), L' '); | |
if (m_keys[VK_SPACE].bReleased) | |
nOctaveCount++; | |
if (m_keys[L'1'].bReleased) | |
nMode = 1; | |
if (m_keys[L'2'].bReleased) | |
nMode = 2; | |
if (m_keys[L'3'].bReleased) | |
nMode = 3; | |
if (m_keys[L'Q'].bReleased) | |
fScalingBias += 0.2f; | |
if (m_keys[L'A'].bReleased) | |
fScalingBias -= 0.2f; | |
if (fScalingBias < 0.2f) | |
fScalingBias = 0.2f; | |
if (nOctaveCount == 9) | |
nOctaveCount = 1; | |
if (nMode == 1) // 1D Noise | |
{ | |
if (m_keys[L'Z'].bReleased) // Noise Between 0 and +1 | |
for (int i = 0; i < nOutputSize; i++) fNoiseSeed1D[i] = (float)rand() / (float)RAND_MAX; | |
if (m_keys[L'X'].bReleased) // Noise Between -1 and +1 | |
for (int i = 0; i < nOutputSize; i++) fNoiseSeed1D[i] = 2.0f * ((float)rand() / (float)RAND_MAX) - 1.0f; | |
PerlinNoise1D(nOutputSize, fNoiseSeed1D, nOctaveCount, fScalingBias, fPerlinNoise1D); | |
for (int x = 0; x < nOutputSize; x++) | |
{ | |
int y = -(fPerlinNoise1D[x] * (float)ScreenHeight() / 2.0f) + (float)ScreenHeight() / 2.0f; | |
if (y < ScreenHeight() / 2) | |
for (int f = y; f < ScreenHeight() / 2; f++) | |
Draw(x, f, PIXEL_SOLID, FG_GREEN); | |
else | |
for (int f = ScreenHeight() / 2; f <= y; f++) | |
Draw(x, f, PIXEL_SOLID, FG_RED); | |
} | |
} | |
if (nMode == 2) // 2D Noise | |
{ | |
if (m_keys[L'Z'].bReleased) // Noise Between 0 and +1 | |
for (int i = 0; i < nOutputWidth * nOutputHeight; i++) fNoiseSeed2D[i] = (float)rand() / (float)RAND_MAX; | |
PerlinNoise2D(nOutputWidth, nOutputHeight, fNoiseSeed2D, nOctaveCount, fScalingBias, fPerlinNoise2D); | |
for (int x = 0; x < nOutputWidth; x++) | |
{ | |
for (int y = 0; y < nOutputHeight; y++) | |
{ | |
short bg_col, fg_col; | |
wchar_t sym; | |
int pixel_bw = (int)(fPerlinNoise2D[y * nOutputWidth + x] * 12.0f); | |
switch (pixel_bw) | |
{ | |
case 0: bg_col = BG_BLACK; fg_col = FG_BLACK; sym = PIXEL_SOLID; break; | |
case 1: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_QUARTER; break; | |
case 2: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_HALF; break; | |
case 3: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_THREEQUARTERS; break; | |
case 4: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_SOLID; break; | |
case 5: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_QUARTER; break; | |
case 6: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_HALF; break; | |
case 7: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_THREEQUARTERS; break; | |
case 8: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_SOLID; break; | |
case 9: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_QUARTER; break; | |
case 10: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_HALF; break; | |
case 11: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_THREEQUARTERS; break; | |
case 12: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_SOLID; break; | |
} | |
Draw(x, y, sym, fg_col | bg_col); | |
} | |
} | |
} | |
if (nMode == 3) // 2D Noise - colourised | |
{ | |
if (m_keys[L'Z'].bReleased) // Noise Between 0 and +1 | |
for (int i = 0; i < nOutputWidth * nOutputHeight; i++) fNoiseSeed2D[i] = (float)rand() / (float)RAND_MAX; | |
PerlinNoise2D(nOutputWidth, nOutputHeight, fNoiseSeed2D, nOctaveCount, fScalingBias, fPerlinNoise2D); | |
for (int x = 0; x < nOutputWidth; x++) | |
{ | |
for (int y = 0; y < nOutputHeight; y++) | |
{ | |
short bg_col, fg_col; | |
wchar_t sym; | |
int pixel_bw = (int)(fPerlinNoise2D[y * nOutputWidth + x] * 16.0f); | |
switch (pixel_bw) | |
{ | |
case 0: bg_col = BG_DARK_BLUE; fg_col = FG_DARK_BLUE; sym = PIXEL_SOLID; break; | |
case 1: bg_col = BG_DARK_BLUE; fg_col = FG_BLUE; sym = PIXEL_QUARTER; break; | |
case 2: bg_col = BG_DARK_BLUE; fg_col = FG_BLUE; sym = PIXEL_HALF; break; | |
case 3: bg_col = BG_DARK_BLUE; fg_col = FG_BLUE; sym = PIXEL_THREEQUARTERS; break; | |
case 4: bg_col = BG_DARK_BLUE; fg_col = FG_BLUE; sym = PIXEL_SOLID; break; | |
case 5: bg_col = BG_BLUE; fg_col = FG_GREEN; sym = PIXEL_QUARTER; break; | |
case 6: bg_col = BG_BLUE; fg_col = FG_GREEN; sym = PIXEL_HALF; break; | |
case 7: bg_col = BG_BLUE; fg_col = FG_GREEN; sym = PIXEL_THREEQUARTERS; break; | |
case 8: bg_col = BG_BLUE; fg_col = FG_GREEN; sym = PIXEL_SOLID; break; | |
case 9: bg_col = BG_GREEN; fg_col = FG_DARK_GREY; sym = PIXEL_QUARTER; break; | |
case 10: bg_col = BG_GREEN; fg_col = FG_DARK_GREY; sym = PIXEL_HALF; break; | |
case 11: bg_col = BG_GREEN; fg_col = FG_DARK_GREY; sym = PIXEL_THREEQUARTERS; break; | |
case 12: bg_col = BG_GREEN; fg_col = FG_DARK_GREY; sym = PIXEL_SOLID; break; | |
case 13: bg_col = BG_DARK_GREY; fg_col = FG_WHITE; sym = PIXEL_QUARTER; break; | |
case 14: bg_col = BG_DARK_GREY; fg_col = FG_WHITE; sym = PIXEL_HALF; break; | |
case 15: bg_col = BG_DARK_GREY; fg_col = FG_WHITE; sym = PIXEL_THREEQUARTERS; break; | |
case 16: bg_col = BG_DARK_GREY; fg_col = FG_WHITE; sym = PIXEL_SOLID; break; | |
} | |
Draw(x, y, sym, fg_col | bg_col); | |
} | |
} | |
} | |
return true; | |
} | |
void PerlinNoise1D(int nCount, float *fSeed, int nOctaves, float fBias, float *fOutput) | |
{ | |
// Used 1D Perlin Noise | |
for (int x = 0; x < nCount; x++) | |
{ | |
float fNoise = 0.0f; | |
float fScaleAcc = 0.0f; | |
float fScale = 1.0f; | |
for (int o = 0; o < nOctaves; o++) | |
{ | |
int nPitch = nCount >> o; | |
int nSample1 = (x / nPitch) * nPitch; | |
int nSample2 = (nSample1 + nPitch) % nCount; | |
float fBlend = (float)(x - nSample1) / (float)nPitch; | |
float fSample = (1.0f - fBlend) * fSeed[nSample1] + fBlend * fSeed[nSample2]; | |
fScaleAcc += fScale; | |
fNoise += fSample * fScale; | |
fScale = fScale / fBias; | |
} | |
// Scale to seed range | |
fOutput[x] = fNoise / fScaleAcc; | |
} | |
} | |
void PerlinNoise2D(int nWidth, int nHeight, float *fSeed, int nOctaves, float fBias, float *fOutput) | |
{ | |
// Used 1D Perlin Noise | |
for (int x = 0; x < nWidth; x++) | |
for (int y = 0; y < nHeight; y++) | |
{ | |
float fNoise = 0.0f; | |
float fScaleAcc = 0.0f; | |
float fScale = 1.0f; | |
for (int o = 0; o < nOctaves; o++) | |
{ | |
int nPitch = nWidth >> o; | |
int nSampleX1 = (x / nPitch) * nPitch; | |
int nSampleY1 = (y / nPitch) * nPitch; | |
int nSampleX2 = (nSampleX1 + nPitch) % nWidth; | |
int nSampleY2 = (nSampleY1 + nPitch) % nWidth; | |
float fBlendX = (float)(x - nSampleX1) / (float)nPitch; | |
float fBlendY = (float)(y - nSampleY1) / (float)nPitch; | |
float fSampleT = (1.0f - fBlendX) * fSeed[nSampleY1 * nWidth + nSampleX1] + fBlendX * fSeed[nSampleY1 * nWidth + nSampleX2]; | |
float fSampleB = (1.0f - fBlendX) * fSeed[nSampleY2 * nWidth + nSampleX1] + fBlendX * fSeed[nSampleY2 * nWidth + nSampleX2]; | |
fScaleAcc += fScale; | |
fNoise += (fBlendY * (fSampleB - fSampleT) + fSampleT) * fScale; | |
fScale = fScale / fBias; | |
} | |
// Scale to seed range | |
fOutput[y * nWidth + x] = fNoise / fScaleAcc; | |
} | |
} | |
}; | |
int main() | |
{ | |
OneLoneCoder_PerlinNoiseDemo game; | |
game.ConstructConsole(256, 256, 3, 3); | |
game.Start(); | |
return 0; | |
} |