Skip to content

Commit

Permalink
Add SimplexNoise and LuaBit
Browse files Browse the repository at this point in the history
  • Loading branch information
TomK32 committed Jan 5, 2013
1 parent b21d5ff commit 5ebf0b0
Show file tree
Hide file tree
Showing 2 changed files with 382 additions and 0 deletions.
202 changes: 202 additions & 0 deletions lib/LuaBit.lua
Original file line number Diff line number Diff line change
@@ -0,0 +1,202 @@
--[[---------------
**********************************************************
LuaBit v0.4
-------------------
a bitwise operation lib for lua.
http://luaforge.net/projects/bit/
Modified for use with Love2D by Jared "Nergal" Hewitt
Under the MIT license.
copyright(c) 2006~2007 hanzhao (abrash_han@hotmail.com)
**********************************************************
--]]---------------

local LuaBit = {}

-- bit lib implementions
LuaBit.check_int = function(n)
-- checking not float
if(n - math.floor(n) > 0) then
error("trying to use bitwise operation on non-integer!")
end
end

LuaBit.tobits = function(n)
LuaBit.check_int(n)
if(n < 0) then
-- negative
return LuaBit.tobits(LuaBit.bnot(math.abs(n)) + 1)
end
-- to bits table
local tbl = {}
local cnt = 1
while (n > 0) do
local last = math.mod(n,2)
if(last == 1) then
tbl[cnt] = 1
else
tbl[cnt] = 0
end
n = (n-last)/2
cnt = cnt + 1
end

return tbl
end

LuaBit.tonumb = function(tbl)
local n = table.getn(tbl)

local rslt = 0
local power = 1
for i = 1, n do
rslt = rslt + tbl[i]*power
power = power*2
end

return rslt
end

LuaBit.expand = function(tbl_m, tbl_n)
local big = {}
local small = {}
if(table.getn(tbl_m) > table.getn(tbl_n)) then
big = tbl_m
small = tbl_n
else
big = tbl_n
small = tbl_m
end
-- expand small
for i = table.getn(small) + 1, table.getn(big) do
small[i] = 0
end
end

LuaBit.bor = function(m, n)
local tbl_m = LuaBit.tobits(m)
local tbl_n = LuaBit.tobits(n)
LuaBit.expand(tbl_m, tbl_n)

local tbl = {}
local rslt = math.max(table.getn(tbl_m), table.getn(tbl_n))
for i = 1, rslt do
if(tbl_m[i]== 0 and tbl_n[i] == 0) then
tbl[i] = 0
else
tbl[i] = 1
end
end

return LuaBit.tonumb(tbl)
end

LuaBit.band = function(m, n)
local tbl_m = LuaBit.tobits(m)
local tbl_n = LuaBit.tobits(n)
LuaBit.expand(tbl_m, tbl_n)

local tbl = {}
local rslt = math.max(table.getn(tbl_m), table.getn(tbl_n))
for i = 1, rslt do
if(tbl_m[i]== 0 or tbl_n[i] == 0) then
tbl[i] = 0
else
tbl[i] = 1
end
end

return LuaBit.tonumb(tbl)
end

LuaBit.bnot = function(n)
local tbl = LuaBit.tobits(n)
local size = math.max(table.getn(tbl), 32)
for i = 1, size do
if(tbl[i] == 1) then
tbl[i] = 0
else
tbl[i] = 1
end
end

return LuaBit.tonumb(tbl)
end

LuaBit.bxor = function(m, n)
local tbl_m = LuaBit.tobits(m)
local tbl_n = LuaBit.tobits(n)
LuaBit.expand(tbl_m, tbl_n)

local tbl = {}
local rslt = math.max(table.getn(tbl_m), table.getn(tbl_n))
for i = 1, rslt do
if(tbl_m[i] ~= tbl_n[i]) then
tbl[i] = 1
else
tbl[i] = 0
end
end

return LuaBit.tonumb(tbl)
end

LuaBit.brshift = function(n, bits)
LuaBit.check_int(n)

local high_bit = 0
if(n < 0) then
-- negative
n = LuaBit.bnot(math.abs(n)) + 1
high_bit = 2147483648 -- 0x80000000
end

for i=1, bits do
n = n/2
n = LuaBit.bor(math.floor(n), high_bit)
end

return math.floor(n)
end

-- logic rightshift assures zero filling shift
LuaBit.blogic_rshift = function(n, bits)
LuaBit.check_int(n)
if(n < 0) then
-- negative
n = LuaBit.bnot(math.abs(n)) + 1
end
for i=1, bits do
n = n/2
end

return math.floor(n)
end

LuaBit.blshift = function(n, bits)
LuaBit.check_int(n)

if(n < 0) then
-- negative
n = LuaBit.bnot(math.abs(n)) + 1
end

for i=1, bits do
n = n*2
end

return LuaBit.band(n, 4294967295) -- 0xFFFFFFFF
end

LuaBit.bxor2 = function(m, n)
local rhs = LuaBit.bor(LuaBit.bnot(m), LuaBit.bnot(n))
local lhs = LuaBit.bor(m, n)
local rslt = LuaBit.band(lhs, rhs)

return rslt
end

return LuaBit
180 changes: 180 additions & 0 deletions lib/SimplexNoise.lua
Original file line number Diff line number Diff line change
@@ -0,0 +1,180 @@
--[[---------------------------------------------
**********************************************************************************
Simplex Noise Module, Translated by Levybreak
Modified by Jared "Nergal" Hewitt for use with MapGen for Love2D
Original Source: http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
The code there is in java, the original implementation by Ken Perlin
**********************************************************************************
--]]---------------------------------------------

local SimplexNoise = {}

SimplexNoise.Gradients3D = {{1,1,0},{-1,1,0},{1,-1,0},{-1,-1,0},
{1,0,1},{-1,0,1},{1,0,-1},{-1,0,-1},
{0,1,1},{0,-1,1},{0,1,-1},{0,-1,-1}}

for i=1,#SimplexNoise.Gradients3D do
SimplexNoise.Gradients3D[i-1] = SimplexNoise.Gradients3D[i]
SimplexNoise.Gradients3D[i] = nil
end

function SimplexNoise.seedP(seed)
s2 = seed * 1234567

-- reset all the things
SimplexNoise.p = {}
SimplexNoise.Prev2D = {}
SimplexNoise.PrevBlur2D = {}

local r = 0
for i=1, 256 do
SimplexNoise.p[i] = (s2+math.floor(s2/i)) % 256
end
-- To remove the need for index wrapping, double the permutation table length
for i=1,#SimplexNoise.p do
SimplexNoise.p[i-1] = SimplexNoise.p[i]
SimplexNoise.p[i] = nil
end

SimplexNoise.perm = {}

for i=0,255 do
SimplexNoise.perm[i] = SimplexNoise.p[i]
SimplexNoise.perm[i+256] = SimplexNoise.p[i]
end
end

-- just to have some data
--SimplexNoise.seedP(101)

SimplexNoise.Dot2D = function(tbl, x, y)
return tbl[1]*x + tbl[2]*y
end

SimplexNoise.Prev2D = {}

-- 2D simplex noise
SimplexNoise.Noise2D = function(xin, yin)
if SimplexNoise.Prev2D[xin] and SimplexNoise.Prev2D[xin][yin] then return SimplexNoise.Prev2D[xin][yin] end

local n0, n1, n2 -- Noise contributions from the three corners
-- Skew the input space to determine which simplex cell we're in
local F2 = 0.5*(math.sqrt(3.0)-1.0)
local s = (xin+yin)*F2 -- Hairy factor for 2D
local i = math.floor(xin+s)
local j = math.floor(yin+s)
local G2 = (3.0-math.sqrt(3.0))/6.0

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

-- For the 2D case, the simplex shape is an equilateral triangle.
-- Determine which simplex we are in.
local i1, j1; -- Offsets for second (middle) corner of simplex in (i,j) coords
if(x0>y0) then
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)
end

-- 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

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

-- Work out the hashed gradient indices of the three simplex corners
local ii = LuaBit.band(i , 255)
local jj = LuaBit.band(j , 255)
local gi0 = SimplexNoise.perm[ii+SimplexNoise.perm[jj]] % 12
local gi1 = SimplexNoise.perm[ii+i1+SimplexNoise.perm[jj+j1]] % 12
local gi2 = SimplexNoise.perm[ii+1+SimplexNoise.perm[jj+1]] % 12

-- Calculate the contribution from the three corners
local t0 = 0.5 - x0*x0-y0*y0
if t0<0 then
n0 = 0.0;
else
t0 = t0 * t0
n0 = t0 * t0 * SimplexNoise.Dot2D(SimplexNoise.Gradients3D[gi0], x0, y0) -- (x,y) of Gradients3D used for 2D gradient
end

local t1 = 0.5 - x1*x1-y1*y1;
if (t1<0) then
n1 = 0.0
else
t1 = t1*t1
n1 = t1 * t1 * SimplexNoise.Dot2D(SimplexNoise.Gradients3D[gi1], x1, y1)
end

local t2 = 0.5 - x2*x2-y2*y2;
if (t2<0) then
n2 = 0.0
else
t2 = t2*t2
n2 = t2 * t2 * SimplexNoise.Dot2D(SimplexNoise.Gradients3D[gi2], x2, y2)
end


-- Add contributions from each corner to get the final noise value.
-- The result is scaled to return values in the localerval [-1,1].

local retval = 70.0 * (n0 + n1 + n2)

if not SimplexNoise.Prev2D[xin] then SimplexNoise.Prev2D[xin] = {} end
SimplexNoise.Prev2D[xin][yin] = retval

return retval
end

SimplexNoise.e = 2.71828182845904523536

SimplexNoise.PrevBlur2D = {}

SimplexNoise.GBlur2D = function(x,y,stdDev)
if SimplexNoise.PrevBlur2D[x] and SimplexNoise.PrevBlur2D[x][y] and SimplexNoise.PrevBlur2D[x][y][stdDev] then return SimplexNoise.PrevBlur2D[x][y][stdDev] end
local pwr = ((x^2+y^2)/(2*(stdDev^2)))*-1
local ret = ((1/(2*math.pi*(stdDev^2)))*e)^pwr
if not SimplexNoise.PrevBlur2D[x] then PrevBlur2D[x] = {} end
if not SimplexNoise.PrevBlur2D[x][y] then PrevBlur2D[x][y] = {} end
SimplexNoise.PrevBlur2D[x][y][stdDev] = ret
return ret
end

SimplexNoise.FractalSum2DNoise = function(x,y,itier) --very expensive, much more so that standard 2D noise.
local ret = SimplexNoise.Noise2D(x,y)
for i=1,itier do
local itier = 2^itier
ret = ret + (i/itier)*(Noise2D(x*(itier/i),y*(itier/i)))
end
return ret
end

SimplexNoise.FractalSumAbs2DNoise = function(x,y,itier) --very expensive, much more so that standard 2D noise.
local ret = math.abs(SimplexNoise.Noise2D(x,y))
for i=1,itier do
local itier = 2^itier
ret = ret + (i/itier)*(math.abs(SimplexNoise.Noise2D(x*(itier/i),y*(itier/i))))
end
return ret
end

SimplexNoise.Turbulent2DNoise = function(x,y,itier) --very expensive, much more so that standard 2D noise.
local ret = math.abs(SimplexNoise.Noise2D(x,y))
for i=1,itier do
local itier = 2^itier
ret = ret + (i/itier)*(math.abs(SimplexNoise.Noise2D(x*(itier/i),y*(itier/i))))
end
return math.sin(x+ret)
end

return SimplexNoise

0 comments on commit 5ebf0b0

Please sign in to comment.