# This file is part of NIT ( http://www.nitlanguage.org ). # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # Noise generators `PerlinNoise` and `InterpolatedNoise` module noise is serialize import serialization # 2D noise generator abstract class Noise # Get the noise value at `x`, `y` # # The coordinates `x`, `y` can be floats of any size. # # Returns a value between or equal to `min` and `max`. fun [](x, y: Float): Float is abstract # Lowest possible value returned by `[]` # # Default at `0.0`. # # Require: `min < max` var min = 0.0 is writable # Highest possible value returned by `[]` # # Default at `1.0`. # # Require: `min < max` var max = 1.0 is writable # Distance between reference points of the noise # # Higher values will result in smoother noise and # lower values will result in steeper curves. # # Default at `1.0`. var period = 1.0 is writable # Amplitude of the values returned by `[]` fun amplitude: Float do return max - min # Set the desired amplitude of the values returned by `[]` # # Will only modify `max`, `min` stays the same. fun amplitude=(value: Float) do max = min + value # Frequency of this noise fun frequency: Float do return 1.0/period # Set the frequency if this noise fun frequency=(value: Float) do period = 1.0/value # Seed to the random number generator `gradient_vector` # # By default, `seed` has a random value created with `Int::rand`. var seed: Int = 19511359.rand is lazy, writable end # 2D Perlin noise generator using layered `InterpolatedNoise` # # Get values at any coordinates with `[]`. # The behavior of this generator can be customized using its attributes `min`, # `max`, `period` and `seed`. # # This noise is more realistic and less smooth than the `InterpolatedNoise`. # # Due to implementation logic, the full amplitude cannot be reached. # In practice, only `amplitude * (1.0 - 1.0 / n_levels)` is covered. # # This implementation uses a custom deterministic pseudo random number # generator to set `InterpolatedNoise::seed` of the `layers`. # It is seeded with the local `seed` and can be further customized by # redefining `pseudo_random`. # This process do not require any state, so this class only holds the # attributes of the generator and does not keep any generated data. # # ## Usage example # # ~~~ # var map = new PerlinNoise # map.min = 0.0 # map.max = 16.0 # map.period = 20.0 # map.seed = 0 # # var max = 0.0 # var min = 100.0 # for y in 30.times do # for x in 70.times do # # Get a value at x, y # var val = map[x.to_f, y.to_f] # printn val.to_i.to_hex # # max = max.max(val) # min = min.min(val) # end # print "" # end # assert max <= map.max # assert min >= map.min # ~~~ # # ## Result at seed == 0 # # ~~~raw # 76666555444322234567789abbcbbaabbaa98777766665665566667888987655444444 # 776665554443322234567789abbbbbbbbba98777766666665556666788998654444444 # 777766544443322234566789abbbbbbbbaa99877777776665556666788888655444444 # 777776444443322244556679abbbccbbbaa99877777776655556666688888655444444 # 777766444444332244555678abbbccbbbaa99887787877655556666678888654444444 # 8887654344443333444456789abcccbbaa999877888886555555666688777654444455 # 8887654344443333444456789abbcdcbaa999887889887655555566677777654444456 # 7876654434444444444456778abbcccaaa999888899888655555566677777654444556 # 78765544344445544444567789bbccca99999888899988765555566666667654445566 # 77765444344455554445567889bbccba99999998999988765555566555666654445667 # 7765444334555665445556788abbbba988998999999988765555566545556554456677 # 87654444334556655455567899bbbba998888899999887766555566544556555456777 # 87655444334566665555567899bbbbba98888899988888776555566544556555556777 # 97655544334566665555567899abbbba98888899988888776555655544456555667777 # 97655544444566665556667899aaaaba98888999877777776555555444456666667777 # 866555444456666666566789999aaaaa98889998877777766556544443456667777777 # 976555445556776666666789aa99aaaa98889998876777666555544444456677887777 # 9765554556667777776667899999aaaa98889988876676666555443444446678888888 # 87655555666777788766678999899aaa99889988776666666554433344446789998888 # 876555566777788888766889998899a999889987776666666543333334456899a99899 # 766556677877889998877888888889a99998888777666666653222233345799aaa999a # 6665556777777899998878988888899999999887777656666543222233446899aa999a # 6655456777777899999888988888889999a988887776566666532222233457899a999a # 665555677777789999998998888878899aa9888887765666655322222234578899aa9a # 665555677777789999a98888888877899aa9888887766666655322222234467899aa9a # 65666677667778999aaa988878877789aaa9888887776676654322222344467889aa9a # 55566677767788899aaa987777777789aaa9888887776666654322222344567889aaa9 # 5566767777788889aaaa987777777789aaaa988887777666555432122344556899aaa9 # 5567777777788889aaaa977777777789aaaa99888777766555543212234555689aaaaa # 5667877777889989aaa9876677777889aaaa99888777765554443212334555689aaaaa # ~~~ class PerlinNoise super Noise # Desired number of `layers` # # This attribute must be assigned before any call to `layers` or `[]`. # # By default, it is the highest integer under the logarithm base 2 # of `amplitude`, or 4, whichever is the highest. var n_layers: Int = 4.max(amplitude.abs.log_base(2.0).to_i) is lazy, writable # Layers of `InterpolatedNoise` composing `self` var layers: Array[InterpolatedNoise] is lazy do var layers = new Array[InterpolatedNoise] var max = max var min = min var period = period var seed = seed for l in n_layers.times do min = min / 2.0 max = max / 2.0 seed = pseudo_random(seed) var layer = new InterpolatedNoise layer.min = min layer.max = max layer.period = period layer.seed = seed layers.add layer period = period / 2.0 end return layers end redef fun [](x, y) do var val = 0.0 for layer in layers do val += layer[x, y] end return val end # Deterministic pseudo random number generator # # Used to get seeds for layers from the previous layers or `seed`. protected fun pseudo_random(value: Int): Int do return (value * 3537391).mask % 1291377 end end # Simple interpolated noise # # Generates smoother noise than `PerlinNoise`. # # Each coordinates at a multiple of `period` defines a random vector and # values in between are interpolated from these vectors. # # This implementation uses a custom deterministic pseudo random number # generator seeded with `seed`. # It can be further customized by redefining `gradient_vector`. # This process do not require any state, so this class only holds the # attributes of the generator and does not keep any generated data. # # ## Usage example # # ~~~ # var map = new InterpolatedNoise # map.min = 0.0 # map.max = 16.0 # map.period = 20.0 # map.seed = 0 # # var max = 0.0 # var min = 100.0 # for y in 30.times do # for x in 70.times do # # Get a value at x, y # var val = map[x.to_f, y.to_f] # printn val.to_i.to_hex # # max = max.max(val) # min = min.min(val) # end # print "" # end # assert max <= map.max # assert min >= map.min # ~~~ # # ## Result at seed == 0 # # ~~~raw # 89abcddeeeeeeeddcba9877666555555555666778766555544444555566789abcddeee # 789abcddeeeeeeddccba887766655555555566677766555544444555566779abcddeee # 689abcddeeeeeeeddcba988776655555555555667666555554455555566778abccdeee # 678abccdeeeeeeeedccba988766655555555555666655555555555556666789abcddee # 5789abcddeeeeeeeddcba998776655544444555666655555555555556666789abcddee # 5689abcddeeeeeeeedccba98776655544444455566555555555555566666789abccdde # 4679abccdeeeffeeeddcba98776655444444445565555555555555666666789abbcddd # 4678abccdeeeffeeeedcba98876555444444444555555555566666666666689aabccdd # 46789abcdeeeeffeeedccb988765544443344445555566666666666666666789abccdd # 45789abcddeeeffeeeddcb987765544433334445555666666666666666666789abbccd # 45789abcddeeeeeeeeddcb987665444333333445556666666777777777766789aabccc # 45789abcddeeeeeeeeddca987655443333333445566666777777777777776789aabbcc # 45789abcddeeeeeeeedcca9876544333333333455666777777788877777767899aabbc # 46789abcddeeeeeeeddcba9876544333222333455667777888888888877767899aabbb # 46789abcdddeeeeedddcba87655433222223334566777888889998888877778899aabb # 5678aabcdddeeeedddccb987654332222222334566778889999999998887778899aaab # 5689abbcddddeedddccba9865443222222223345677889999aaaa99998877788999aaa # 6789abbcddddddddccbba8765432221111223345678899aaaaaaaaaa9988778889999a # 6789abccdddddddccbba9865433221111122344577899aabbbbbbbaaa9987788889999 # 789abbccddddddccbba9876543211111111234567899aabbbccccbbbaa987788888899 # 889abbccdddddccbba9886543211000001123456889abbcccccccccbba988888888888 # 899abbcccddddcccbaa9875432211000011223457899abbcccccccccbba98888888888 # 899abbccccddccccbba9876533211000001123456789aabccccddcccbbaa9998888888 # 899abbccccccccccbbaa9765432111000011223456899abbcccdddcccbba9999988888 # 899abbbcccccccccbbaa9865432211000011123456789abbccdddddcccbba999988888 # 899aabbcccccccccbbaa9875433211100001122346789abbccddddddcccbaa99988888 # 899aabbbcccccccbbbbaa876543211100001122345689aabccdddddddccbaaa9988887 # 899aabbbbbbccbbbbbbaa876543221110001112335679aabccddddddddcbbaa9988877 # 899aaabbbbbbbbbbbbbaa9765433211111111123356789abccddddddddccbaa9988777 # 8999aaaabbbbbbbbbbaaa9765433221111111122356789abccdddeedddccbaa9988777 # ~~~ class InterpolatedNoise super Noise redef fun [](x, y) do x = x/period y = y/period # Get grid coordinates var x0 = if x > 0.0 then x.to_i else x.to_i - 1 var x1 = x0 + 1 var y0 = if y > 0.0 then y.to_i else y.to_i - 1 var y1 = y0 + 1 # Position in grid var sx = x - x0.to_f var sy = y - y0.to_f # Interpolate var n0 = gradient_dot_product(x0, y0, x, y) var n1 = gradient_dot_product(x1, y0, x, y) var ix0 = sx.lerp(n0, n1) n0 = gradient_dot_product(x0, y1, x, y) n1 = gradient_dot_product(x1, y1, x, y) var ix1 = sx.lerp(n0, n1) var val = sy.lerp(ix0, ix1) # Return value in [min...max] from val in [-1.0...1.0] val /= 2.0 val += 0.5 return val.lerp(min, max) end # Get the component `w` of the gradient unit vector at `x`, `y` # # `w` at 0 targets the X axis, at 1 the Y axis. # # Returns a value between -1.0 and 1.0. # # Require: `w == 0 or w == 1` protected fun gradient_vector(x, y, w: Int): Float do assert w == 0 or w == 1 # Use our own deterministic pseudo random number generator # # These magic prime numbers were determined good enough by # non-emperical experimentation. They may need to be changed/improved. var seed = 817721 + self.seed var i = seed * (x+seed) * 25111217 * (y+seed) * 72233613 var mod = 137121 var angle = (i.mask.abs%mod).to_f*2.0*pi/mod.to_f # Debug code to evaluate the efficiency of the random angle generator # The average of the produced angles should be at pi # #var sum = once new Container[Float](0.0) #var count = once new Container[Float](0.0) #sum.item += angle #count.item += 1.0 #if count.item.to_i % 1000 == 0 then print "avg:{sum.item/count.item}/{count.item} i:{i} a:{angle} ({x}, {y}: {seed})" if w == 0 then return angle.cos return angle.sin end private fun gradient_dot_product(ix, iy: Int, x, y: Float): Float do var dx = x - ix.to_f var dy = y - iy.to_f return dx*gradient_vector(ix, iy, 0) + dy*gradient_vector(ix, iy, 1) end end redef universal Int # The value of the least-significant 30 bits of `self` # # This mask is used as compatibility with 32 bits architecture. # The missing 2 bits are used to tag integers by the Nit system. private fun mask: Int do return self & 0x3FFF_FFFF end end redef universal Float # Smoothened `self`, used by `ImprovedNoise` private fun fade: Float do return self*self*self*(self*(self*6.0-15.0)+10.0) end # Direct translation of Ken Perlin's improved noise Java implementation # # This implementation differs from `PerlinNoise` on two main points. # This noise is calculated for a 3D point, vs 2D in `PerlinNoise`. # `PerlinNoise` is based off a customizable seed, while this noise has a static data source. class ImprovedNoise # Permutations private var p: Array[Int] = [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] * 2 # Noise value in [-1..1] at 3D coordinates `x, y, z` fun noise(x, y, z: Float): Float do var xx = x.floor.to_i & 255 var yy = y.floor.to_i & 255 var zz = z.floor.to_i & 255 x -= x.floor y -= y.floor z -= z.floor var u = x.fade var v = y.fade var w = z.fade var a = p[xx ] + yy var aa = p[a ] + zz var ab = p[a+1 ] + zz var b = p[xx+1] + yy var ba = p[b ] + zz var bb = p[b+1 ] + zz return w.lerp(v.lerp(u.lerp(grad(p[aa ], x, y, z ), grad(p[ba ], x-1.0, y, z )), u.lerp(grad(p[ab ], x, y-1.0, z ), grad(p[bb ], x-1.0, y-1.0, z ))), v.lerp(u.lerp(grad(p[aa+1], x, y, z-1.0), grad(p[ba+1], x-1.0, y, z-1.0)), u.lerp(grad(p[ab+1], x, y-1.0, z-1.0), grad(p[bb+1], x-1.0, y-1.0, z-1.0)))) end # Value at a corner of the grid private fun grad(hash: Int, x, y, z: Float): Float do var h = hash & 15 var u = if h < 8 then x else y var v = if h < 4 then y else if h == 12 or h == 14 then x else z return (if h.is_even then u else -u) + (if h & 2 == 0 then v else -v) end end