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perlinNoise.hpp
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perlinNoise.hpp
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// Copyright (C) <vincent.richefeu@3sr-grenoble.fr>
//
// This file is part of TOOFUS (TOols OFten USued)
//
// It can not be copied and/or distributed without the express
// permission of the authors.
// It is coded for academic purposes.
//
// Note
// Without a license, the code is copyrighted by default.
// People can read the code, but they have no legal right to use it.
// To use the code, you must contact the author directly and ask permission.
#include <algorithm>
#include <cmath>
#include <numeric>
#include <random>
#include <vector>
// THIS CLASS IS A TRANSLATION TO C++11 FROM THE REFERENCE
// JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see
// http://mrl.nyu.edu/~perlin/noise/) THE ORIGINAL JAVA IMPLEMENTATION IS
// COPYRIGHT 2002 KEN PERLIN
// I ADDED AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR (THIS IS NOT
// PRESENT IN THE ORIGINAL IMPLEMENTATION)
#ifndef PERLINNOISE_H
#define PERLINNOISE_H
class PerlinNoise {
// The permutation vector
std::vector<int> p;
public:
// Initialize with the reference values for the permutation vector
PerlinNoise() {
// Initialize the permutation vector with the reference values
p = {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};
// Duplicate the permutation vector
p.insert(p.end(), p.begin(), p.end());
}
// Generate a new permutation vector based on the value of seed
PerlinNoise(unsigned int seed) {
p.resize(256);
// Fill p with values from 0 to 255
std::iota(p.begin(), p.end(), 0);
// Initialize a random engine with seed
std::default_random_engine engine(seed);
// Suffle using the above random engine
std::shuffle(p.begin(), p.end(), engine);
// Duplicate the permutation vector
p.insert(p.end(), p.begin(), p.end());
}
// Get a noise value, for 2D images z can have any value
double noise(double x, double y, double z) {
// Find the unit cube that contains the point
int X = (int)floor(x) & 255;
int Y = (int)floor(y) & 255;
int Z = (int)floor(z) & 255;
// Find relative x, y,z of point in cube
x -= floor(x);
y -= floor(y);
z -= floor(z);
// Compute fade curves for each of x, y, z
double u = fade(x);
double v = fade(y);
double w = fade(z);
// Hash coordinates of the 8 cube corners
int A = p[X] + Y;
int AA = p[A] + Z;
int AB = p[A + 1] + Z;
int B = p[X + 1] + Y;
int BA = p[B] + Z;
int BB = p[B + 1] + Z;
// Add blended results from 8 corners of cube
double res = lerp(w,
lerp(v, lerp(u, grad(p[AA], x, y, z), grad(p[BA], x - 1, y, z)),
lerp(u, grad(p[AB], x, y - 1, z), grad(p[BB], x - 1, y - 1, z))),
lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1), grad(p[BA + 1], x - 1, y, z - 1)),
lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1))));
return (res + 1.0) / 2.0;
}
private:
double fade(double t) { return t * t * t * (t * (t * 6 - 15) + 10); }
double lerp(double t, double a, double b) { return a + t * (b - a); }
double grad(int hash, double x, double y, double z) {
int h = hash & 15;
// Convert lower 4 bits of hash into 12 gradient directions
double u = h < 8 ? x : y, v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
};
#if 0
#include "ppm.hpp"
int main() {
// Define the size of the image
unsigned int width = 450, height = 450;
// Create an empty PPM image
ppm image(width, height);
// Create a PerlinNoise object with the reference permutation vector
PerlinNoise pn;
unsigned int kk = 0;
// Visit every pixel of the image and assign a color generated with Perlin
// noise
for (unsigned int i = 0; i < height; ++i) { // y
for (unsigned int j = 0; j < width; ++j) { // x
double x = (double)j / ((double)width);
double y = (double)i / ((double)height);
// Typical Perlin noise
double n = pn.noise(6 * x, 6 * y, 0.8);
// Wood like structure
//n = 20 * pn.noise(x, y, 0.8);
//n = n - floor(n);
// Map the values to the [0, 255] interval, for simplicity we use
// tones of grey
image.r[kk] = floor(255 * n);
image.g[kk] = floor(255 * n);
image.b[kk] = floor(255 * n);
kk++;
}
}
// Save the image in a binary PPM file
image.write("figure_8_R.ppm");
return 0;
}
#endif
#endif