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Seeded Perlin Noise in JavaScript - based on original by Ken Perlin
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// Seeded Perlin Noise | |
// | |
// Based on the original by Ken Perlin: | |
// | |
// http://mrl.nyu.edu/~perlin/noise/ | |
// http://mrl.nyu.edu/~perlin/paper445.pdf | |
// | |
// Seeding function based on code from: | |
// http://techcraft.codeplex.com/discussions/264014 | |
// | |
// translated By Lee Grey 2012 - www.lgrey.com | |
function PerlinNoiseGenerator( seed ) { | |
this.p = new Array(512); | |
//permutation from original by Ken Perlin: | |
this.permutation; | |
if( seed ) { | |
this.setSeed( seed ); | |
} else { | |
for (var i=0; i < 256 ; i++) { | |
this.p[256+i] = this.p[i] = this.permutation[i]; | |
} | |
} | |
} | |
PerlinNoiseGenerator.prototype.p; | |
PerlinNoiseGenerator.prototype.permutation = [ | |
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 | |
]; | |
PerlinNoiseGenerator.prototype.setSeed = function( seed ) { | |
seed = seed || 1337; | |
this.permutation = []; //make permutation unique between instances | |
if( SeededRandomNumberGenerator == undefined ) { | |
console.log( 'PerlinNoiseGenerator.setSeed() - warning,' | |
+' SeededRandomNumberGenerator is undefined' ); | |
return; | |
} | |
var seedRND = new SeededRandomNumberGenerator(); | |
seedRND.seed = seed; | |
var i; | |
for ( i = 0; i < 256; i++) { | |
this.permutation[i] = i; | |
} | |
for ( i = 0; i < 256; i++) { | |
var k = seedRND.randomIntRange( 0, 256 - i ) + i; //(256 - i) + i; | |
var l = this.permutation[i]; | |
this.permutation[i] = this.permutation[k]; | |
this.permutation[k] = l; | |
this.permutation[i + 256] = this.permutation[i]; | |
} | |
for (var i=0; i < 256 ; i++) { | |
this.p[256+i] = this.p[i] = this.permutation[i]; | |
} | |
} | |
PerlinNoiseGenerator.prototype.noise = function(x, y, z) { | |
// NOTE: "~~" is a faster approximation of Math.floor() | |
// Modern browsers inline Math.floor(), so it may actually be faster... | |
//Find unit cube that contains point | |
var X = ~~(x) & 255; | |
var Y = ~~(y) & 255; | |
var Z = ~~(z) & 255; | |
//Find relative x,y,z of point in cube | |
x -= ~~(x); | |
y -= ~~(y); | |
z -= ~~(z); | |
//compute fade curves for each of x,y,z | |
var u = this.fade(x); | |
var v = this.fade(y); | |
var w = this.fade(z); | |
//hash coordinates of the 8 cube corners | |
var A = this.p[X ]+Y, AA = this.p[A]+Z, AB = this.p[A+1]+Z; | |
var B = this.p[X+1]+Y, BA = this.p[B]+Z, BB = this.p[B+1]+Z; | |
return ( | |
//and add blended results from 8 corners of cube | |
this.lerp(w, this.lerp(v, this.lerp(u, this.grad(this.p[AA], x, y, z ), | |
this.grad(this.p[BA], x-1, y, z )), | |
this.lerp(u, this.grad(this.p[AB], x, y-1, z ), | |
this.grad(this.p[BB], x-1, y-1, z ))), | |
this.lerp(v, this.lerp(u, this.grad(this.p[AA+1], x , y , z-1 ), | |
this.grad(this.p[BA+1], x-1, y, z-1 )), | |
this.lerp(u, this.grad(this.p[AB+1], x, y-1, z-1 ), | |
this.grad(this.p[BB+1], x-1, y-1, z-1 )))) | |
) * 0.5 + 0.5; // return value from 0.0 to 1.0, rather than -1.0 to 1.0 | |
}; | |
PerlinNoiseGenerator.prototype.fade = function(t) { | |
return t * t * t * (t * (t * 6 - 15) + 10); | |
} | |
PerlinNoiseGenerator.prototype.lerp = function( t, a, b) { | |
return a + t * (b - a); | |
} | |
PerlinNoiseGenerator.prototype.grad = function(hash, x, y, z) { | |
//convert LO 4 bits of hash code into 12 gradient directions | |
var h = hash & 15; | |
var u = h<8 ? x : y; | |
var v = h<4 ? y : h==12||h==14 ? x : z; | |
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v); | |
} |
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where is the SeededRandomNumberGenerator???