Created
August 10, 2016 14:25
-
-
Save merryhime/592f3f21450ea5e27798e1c4fdd25dfb to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
package terraingen | |
var simplexPermutation [515]uint8 | |
var simplexPermutationMod12 [515]uint8 | |
func init() { | |
simplexPrecompute(0x12345678) | |
} | |
func simplexPrecompute(seed uint32) { | |
lfsr := makeLfsr(0x53494d50, 0x4c455830, seed) | |
// Here we use the Fisher–Yates shuffle to generate a random permutation | |
for i := 0; i < 256; i++ { | |
j := int(uint(lfsr.next()) % uint(i+1)) | |
simplexPermutation[i] = simplexPermutation[j] | |
simplexPermutation[j] = uint8(i) | |
} | |
// We then duplicate the permutation to not have the need to check bounds | |
for i := 256; i < 515; i++ { | |
v := simplexPermutation[i-256] | |
simplexPermutation[i] = v | |
simplexPermutationMod12[i] = v % 12 | |
simplexPermutationMod12[i-256] = v % 12 | |
} | |
} | |
type simplexGradient struct { | |
x, y, z float32 | |
} | |
var simplexGradients [12]simplexGradient = [12]simplexGradient{ | |
{+1, +1, 0}, {+1, 0, +1}, {0, +1, +1}, | |
{+1, -1, 0}, {+1, 0, -1}, {0, +1, -1}, | |
{-1, +1, 0}, {-1, 0, +1}, {0, -1, +1}, | |
{-1, -1, 0}, {-1, 0, -1}, {0, -1, -1}, | |
} | |
func (g simplexGradient) dot(x, y, z float32) float32 { | |
return g.x*x + g.y*y + g.z*z | |
} | |
// Simplex noise is faster than perlin noise. In theory. | |
// In practice we have a super-optimized perlin variant. | |
// Based on http://webstaff.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf | |
// WARNING: The code below uses *both* (x,y,z) and (i,j,k) coordinate systems. | |
func simplex(x, y, z float32) float32 { | |
var i, j, k int32 | |
// Do we want to skew or not? | |
skew1 := (x + y + z) * (1.0 / 3.0) | |
i, j, k = floor(x+skew1), floor(y+skew1), floor(z+skew1) | |
skew2 := float32(i+j+k) * (1.0 / 6.0) | |
x -= float32(i) - skew2 | |
y -= float32(j) - skew2 | |
z -= float32(k) - skew2 | |
const corner0i, corner0j, corner0k = 0, 0, 0 | |
var corner1i, corner1j, corner1k int | |
var corner2i, corner2j, corner2k int | |
const corner3i, corner3j, corner3k = 1, 1, 1 | |
// Sort the coordinates | |
if x < y { | |
if y < z { // x < y < z | |
corner1i, corner1j, corner1k = 0, 0, 1 | |
corner2i, corner2j, corner2k = 0, 1, 1 | |
} else if z < x { // z < x < y | |
corner1i, corner1j, corner1k = 0, 1, 0 | |
corner2i, corner2j, corner2k = 1, 1, 0 | |
} else { // x < z < y | |
corner1i, corner1j, corner1k = 0, 1, 0 | |
corner2i, corner2j, corner2k = 0, 1, 1 | |
} | |
} else /* y < x */ { | |
if x < z { // y < x < z | |
corner1i, corner1j, corner1k = 0, 0, 1 | |
corner2i, corner2j, corner2k = 1, 0, 1 | |
} else if z < y { // z < y < x | |
corner1i, corner1j, corner1k = 1, 0, 0 | |
corner2i, corner2j, corner2k = 1, 1, 0 | |
} else { // y < z < x | |
corner1i, corner1j, corner1k = 1, 0, 0 | |
corner2i, corner2j, corner2k = 1, 0, 1 | |
} | |
} | |
x1, y1, z1 := x-float32(corner1i)+(1.0/6.0), y-float32(corner1j)+(1.0/6.0), z-float32(corner1k)+(1.0/6.0) | |
x2, y2, z2 := x-float32(corner2i)+(2.0/6.0), y-float32(corner2j)+(2.0/6.0), z-float32(corner2k)+(2.0/6.0) | |
x3, y3, z3 := x-float32(corner3i)+(3.0/6.0), y-float32(corner3j)+(3.0/6.0), z-float32(corner3k)+(3.0/6.0) | |
ii := int(i & 0xFF) | |
jj := int(j & 0xFF) | |
kk := int(k & 0xFF) | |
gi0 := simplexPermutationMod12[ii+corner0i+int(simplexPermutation[jj+corner0j+int(simplexPermutation[kk+corner0k])])] | |
gi1 := simplexPermutationMod12[ii+corner1i+int(simplexPermutation[jj+corner1j+int(simplexPermutation[kk+corner1k])])] | |
gi2 := simplexPermutationMod12[ii+corner2i+int(simplexPermutation[jj+corner2j+int(simplexPermutation[kk+corner2k])])] | |
gi3 := simplexPermutationMod12[ii+corner3i+int(simplexPermutation[jj+corner3j+int(simplexPermutation[kk+corner3k])])] | |
var n0, n1, n2, n3 float32 | |
t0 := 0.6 - x*x - y*y - z*z | |
if t0 > 0 { | |
t0 *= t0 | |
t0 *= t0 | |
n0 = t0 * simplexGradients[gi0].dot(x, y, z) | |
} else { | |
n0 = 0 | |
} | |
t1 := 0.6 - x1*x1 - y1*y1 - z1*z1 | |
if t1 > 0 { | |
t1 *= t1 | |
t1 *= t1 | |
n1 = t1 * simplexGradients[gi1].dot(x1, y1, z1) | |
} else { | |
n1 = 0 | |
} | |
t2 := 0.6 - x2*x2 - y2*y2 - z2*z2 | |
if t2 > 0 { | |
t2 *= t2 | |
t2 *= t2 | |
n2 = t2 * simplexGradients[gi2].dot(x2, y2, z2) | |
} else { | |
n2 = 0 | |
} | |
t3 := 0.6 - x3*x3 - y3*y3 - z3*z3 | |
if t3 > 0 { | |
t3 *= t3 | |
t3 *= t3 | |
n3 = t3 * simplexGradients[gi3].dot(x3, y3, z3) | |
} else { | |
n3 = 0 | |
} | |
return 32.0 * (n0 + n1 + n2 + n3) | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment