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const std = @import("std");
const ArrayList = std.ArrayList;
const rand = @import("rand.zig");
const Random = rand.Random;
const randomReal01 = rand.randomReal01;
const randomInt = rand.randomInt;
const Point3 = @import("vec.zig").Point3;
const Vec3 = @import("vec.zig").Vec3;
pub const Perlin = struct {
const POINT_COUNT = 256;
randomVec: ArrayList(Vec3),
permX: ArrayList(usize),
permY: ArrayList(usize),
permZ: ArrayList(usize),
pub fn init(allocator: std.mem.Allocator, rng: Random) !Perlin {
var perlin = Perlin{
.randomVec = try ArrayList(Vec3).initCapacity(allocator, POINT_COUNT),
.permX = try ArrayList(usize).initCapacity(allocator, POINT_COUNT),
.permY = try ArrayList(usize).initCapacity(allocator, POINT_COUNT),
.permZ = try ArrayList(usize).initCapacity(allocator, POINT_COUNT),
};
var i: usize = 0;
while (i < POINT_COUNT) : (i += 1) {
try perlin.randomVec.append(Vec3.random(rng, -1, 1).normalized());
try perlin.permX.append(i);
try perlin.permY.append(i);
try perlin.permZ.append(i);
}
permute(rng, perlin.permX.items, POINT_COUNT);
permute(rng, perlin.permY.items, POINT_COUNT);
permute(rng, perlin.permZ.items, POINT_COUNT);
return perlin;
}
pub fn deinit(perlin: Perlin) void {
perlin.permZ.deinit();
perlin.permY.deinit();
perlin.permX.deinit();
perlin.randomVec.deinit();
}
pub fn noise(perlin: Perlin, p: Point3) f64 {
const u = p.x - @floor(p.x);
const v = p.y - @floor(p.y);
const w = p.z - @floor(p.z);
const u_ = u * u * (3 - 2 * u);
const v_ = v * v * (3 - 2 * v);
const w_ = w * w * (3 - 2 * w);
const i = @floatToInt(i32, @floor(p.x));
const j = @floatToInt(i32, @floor(p.y));
const k = @floatToInt(i32, @floor(p.z));
var c: [2][2][2]Vec3 = undefined;
var di: usize = 0;
while (di < 2) : (di += 1) {
var dj: usize = 0;
while (dj < 2) : (dj += 1) {
var dk: usize = 0;
while (dk < 2) : (dk += 1) {
const ix = @intCast(usize, i + @intCast(i32, di)) & 255;
const iy = @intCast(usize, j + @intCast(i32, dj)) & 255;
const iz = @intCast(usize, k + @intCast(i32, dk)) & 255;
c[di][dj][dk] = perlin.randomVec.items[
perlin.permX.items[ix] ^ perlin.permY.items[iy] ^ perlin.permZ.items[iz]
];
}
}
}
return perlinInterp(c, u_, v_, w_);
}
pub fn turb(perlin: Perlin, p: Point3, depth: u8) f64 {
var accum: f64 = 0.0;
var p_ = p;
var weight: f64 = 1.0;
var i: u8 = 0;
while (i < depth) : (i += 1) {
accum += weight * perlin.noise(p_);
weight *= 0.5;
p_ = p_.mul(2.0);
}
return @fabs(accum);
}
fn permute(rng: Random, p: []usize, n: usize) void {
var i = n - 1;
while (i > 0) : (i -= 1) {
const target = randomInt(usize, rng, 0, i);
const tmp = p[i];
p[i] = p[target];
p[target] = tmp;
}
}
fn perlinInterp(c: [2][2][2]Vec3, u: f64, v: f64, w: f64) f64 {
var accum: f64 = 0.0;
var i: usize = 0;
while (i < 2) : (i += 1) {
var j: usize = 0;
while (j < 2) : (j += 1) {
var k: usize = 0;
while (k < 2) : (k += 1) {
const ti = @intToFloat(f64, i);
const tj = @intToFloat(f64, j);
const tk = @intToFloat(f64, k);
const weight = Vec3{ .x = u - ti, .y = v - tj, .z = w - tk };
accum +=
(ti * u + (1.0 - ti) * (1.0 - u)) *
(tj * v + (1.0 - tj) * (1.0 - v)) *
(tk * w + (1.0 - tk) * (1.0 - w)) *
Vec3.dot(c[i][j][k], weight);
}
}
}
return accum;
}
};
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