Created
February 15, 2011 19:04
-
-
Save nowl/828013 to your computer and use it in GitHub Desktop.
Perlin Noise in C
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
#include <stdio.h> | |
static int SEED = 0; | |
static int hash[] = {208,34,231,213,32,248,233,56,161,78,24,140,71,48,140,254,245,255,247,247,40, | |
185,248,251,245,28,124,204,204,76,36,1,107,28,234,163,202,224,245,128,167,204, | |
9,92,217,54,239,174,173,102,193,189,190,121,100,108,167,44,43,77,180,204,8,81, | |
70,223,11,38,24,254,210,210,177,32,81,195,243,125,8,169,112,32,97,53,195,13, | |
203,9,47,104,125,117,114,124,165,203,181,235,193,206,70,180,174,0,167,181,41, | |
164,30,116,127,198,245,146,87,224,149,206,57,4,192,210,65,210,129,240,178,105, | |
228,108,245,148,140,40,35,195,38,58,65,207,215,253,65,85,208,76,62,3,237,55,89, | |
232,50,217,64,244,157,199,121,252,90,17,212,203,149,152,140,187,234,177,73,174, | |
193,100,192,143,97,53,145,135,19,103,13,90,135,151,199,91,239,247,33,39,145, | |
101,120,99,3,186,86,99,41,237,203,111,79,220,135,158,42,30,154,120,67,87,167, | |
135,176,183,191,253,115,184,21,233,58,129,233,142,39,128,211,118,137,139,255, | |
114,20,218,113,154,27,127,246,250,1,8,198,250,209,92,222,173,21,88,102,219}; | |
int noise2(int x, int y) | |
{ | |
int tmp = hash[(y + SEED) % 256]; | |
return hash[(tmp + x) % 256]; | |
} | |
float lin_inter(float x, float y, float s) | |
{ | |
return x + s * (y-x); | |
} | |
float smooth_inter(float x, float y, float s) | |
{ | |
return lin_inter(x, y, s * s * (3-2*s)); | |
} | |
float noise2d(float x, float y) | |
{ | |
int x_int = x; | |
int y_int = y; | |
float x_frac = x - x_int; | |
float y_frac = y - y_int; | |
int s = noise2(x_int, y_int); | |
int t = noise2(x_int+1, y_int); | |
int u = noise2(x_int, y_int+1); | |
int v = noise2(x_int+1, y_int+1); | |
float low = smooth_inter(s, t, x_frac); | |
float high = smooth_inter(u, v, x_frac); | |
return smooth_inter(low, high, y_frac); | |
} | |
float perlin2d(float x, float y, float freq, int depth) | |
{ | |
float xa = x*freq; | |
float ya = y*freq; | |
float amp = 1.0; | |
float fin = 0; | |
float div = 0.0; | |
int i; | |
for(i=0; i<depth; i++) | |
{ | |
div += 256 * amp; | |
fin += noise2d(xa, ya) * amp; | |
amp /= 2; | |
xa *= 2; | |
ya *= 2; | |
} | |
return fin/div; | |
} | |
int | |
main(int argc, char *argv[]) | |
{ | |
int x, y; | |
for(y=0; y<4000; y++) | |
for(x=0; x<4000; x++) | |
perlin2d(x, y, 0.1, 4); | |
return 0; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
One more thing: consider having SEED affect both X and Y in some way. The current implementation just adds it to Y, which means that all seeds are the same, just vertically displaced from each other. I think more ideally your random seed would be used to re-shuffle HASH instead.